Sea Serpent, Crested, Juvenile (CR 7)
AC: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Hit Dice: 14d12+56 (147 hp)
Fort +13, Ref +11, Will +11
Speed: 40 ft., swim 100 ft.
Space: 10 ft./10 ft.
Base Attack +14; Grapple +22
Attack: 1 bite +17, 1 tail slap +12
Damage: 1 bite 2d6+4, 2 claws 1d8+2, 1 tail slap 1d8
Special Attacks/Actions: Breath weapon 4d6 (21), Constrict, Improved Grab, Swallow Whole
Abilities: Str 19, Dex 14, Con 19, Int 10, Wis 15, Cha 18
Special Qualities: Amphibious, hypnotism, Charm person, Dispel Magic, SR -, Fear aura (DC -), Crest Harmonics (CL 14)
Feats: #Feats: 5
Class Skills: Bluff, Diplomacy, Perform(crest harmonics), and Skill points: 6
Advancement: 15-16 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.
Unlike their dragon kin, crested sea serpents prefer to lure their prey into traps. Using suggestion to trick a ship's pilot into smashing his ship on submerged rocks is a favored tactic, as is using thralls to do the fighting for them.
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 crested sea serpent has one kind of breath weapon, a line of sonic energy. Creatures caught in the line of sonic energy receive a Reflex save for half damage.
Spell-Like Abilities: At will - hypnotism; 3/day - charm person, dispel magic. These abilities are all as cast by a bard of level equal to the sea serpent's hit dice. The save DC, however, is equal to a Perform (crest harmonics) skill check made by the crested sea serpent when the spell is cast.
Skills: Bluff, Diplomacy, and Perform (crest harmonics) are considered class skills for crested 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.