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Sea Serpent

Spine-frilled neck arching up from the water like a snake ready to strike, this ship-sized serpent hisses a challenge.
Sea Serpent
CR 12
XP 19,200
N Gargantuan magical beast (aquatic)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +8
AC 25, touch 8, flat-footed 23 (+2 Dex, +17 natural, –4 size)
hp 187 (15d10+105)
Fort +16, Ref +13, Will +7
Defensive Abilities elusive; Immune cold; Resist fire 30
Speed 20 ft., swim 60 ft.
Melee bite +23 (4d8+22/19-20 plus grab), tail slap +18 (3d6+6 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, constrict (3d6+18), swallow whole (4d8+18 bludgeoning damage, AC 18, hp 18)
Str 34, Dex 14, Con 25, Int 2, Wis 11, Cha 11
Base Atk +15; CMB +31 (+35 grapple); CMD 43 (can't be tripped)
Feats Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Stealthy
Skills Perception +8, Stealth +13, Swim +20

Capsize (Ex)

A sea serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (sailor) check, whichever is higher.

Elusive (Su)

Sea serpents have long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. As a full-round action while in water, a sea serpent can move up to its run speed (300 ft.) without leaving any trace of its passing (identical in effect to a pass without trace). An elusive sea serpent gains a +40 circumstance bonus to its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled.