Sea Serpent, Crested, Wyrm (CR 22)
AC: 41 (-4 size, +2 Dex, +33 natural), touch 8, flat-footed 39
Hit Dice: 35d12+350 (577 hp); DR: 20/magic
Fort +20, Ref +21, Will +24
Speed: 40 ft., swim 120 ft.
Space: 40 ft./15 ft.
Base Attack +35; Grapple +60
Attack: 1 bite +44, 2 claws +39, 1 tail slap +39
Damage: 1 bite 4d6+14, 2 claws 2d8+7, 1 tail slap 2d8
Special Attacks/Actions: Breath weapon 11d6 (37), Constrict, Improved Grab, Swallow Whole
Abilities: Str 37, Dex 14, Con 31, Int 16, Wis 21, Cha 30
Special Qualities: Amphibious, hypnotism, Charm person, Dispel Magic, Charm Monster, Suggestion, SR 27, Fear aura (DC 37), Crest Harmonics (CL 35)
Feats: #Feats: 12
Class Skills: Bluff, Diplomacy, Perform(crest harmonics), and Skill points: 111
Advancement: 36-37 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, suggestion; 3/day - charm person, charm monster, 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.