Sea Serpent, Lantern, Adult (CR 12)
AC: 29 (-2 size, +21 natural), touch 8, flat-footed 29
Hit Dice: 21d12+105 (241 hp); DR: 5/magic
Fort +17, Ref +12, Will +15
Speed: 40 ft., swim 100 ft.
Space: 20 ft./10 ft.
Base Attack +21; Grapple +37
Attack: 1 bite +27, 2 claws +22 + 1 tail slap +22
Damage: 1 bite 2d8+8, 2 claws 2d6+4, 1 tail slap 2d6
Special Attacks/Actions: Breath weapon 11d6 (25), Constrict
Abilities: Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Special Qualities: Amphibious, color spray, Dispel Magic, Hypnotic Pattern, SR 22, Fear aura (DC 24)
Feats: #Feats: 8
Class Skills: Hide, Intimidate, Move Silently, and Skill points: 69
Advancement: 22-23 HD
Climate/Terrain: Temperate Aquatic
Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, juvenile, or young adults), family (pair of mature adults and 1d4+1 offspring)
Treasure/Possessions: Double Standard
Amphibious (Ex): Sea serpents can breathe air as easily as they breathe water.
Constrict (Ex): A sea serpent of Medium size or larger deals damage with a successful grapple check. The amount of damage dealt depends upon the creature's size, as indicated on the following chart. The sea serpent adds 1-1/2 times its Strength bonus on damage rolls made to constrict.
Lantern sea serpents carefully plan before an attack. Using their spell-like abilities, lantern serpents soften up their prey, weakening their victims before they strike. Then they attack physically, destroying whatever is left of their prey.
Improved Grab (Ex): To use this ability, the sea serpent must hit with its bite or tail slap attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins a grapple check, it establishes a hold. If it gets a hold with its bite it can attempt to swallow the foe the following round. If it gets a hold with its tail slap it can constrict.
Swallow Whole (Ex): A sea serpent can attempt to swallow an opponent at least two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes bite damage plus 1d8 points of acid damage every round from the serpent's digestive tract. A swallowed creature can attempt to cut its way out by using a light slashing or piercing weapon to deal 3 points of damage per age category of the sea serpent to its digestive tract (AC 15). Once the creature exits, muscular action closes the hole; other swallowed opponents must cut their own ways out.
A sea serpent's digestive tract can hold up to one opponent of two size categories smaller than itself and four times as many of each size category below that. For example, a Huge sea serpent's digestive tract can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.
Breath Weapon (Su): A lantern sea serpent has one kind of breath weapon, a line of crackling red lightning. Creatures caught in the line of electricity receive a Reflex save for half damage.
Spell-Like Abilities: At will - color spray, hypnotic pattern; 3/day-dispel magic.
Skills: Hide, Intimidate, and Move Silently are considered class skills for lantern sea serpents.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.