Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Young Sea SerpentCreature 1

Source Pathfinder Society Quest #3: Grehunde's Gorget
Perception +7 (darkvision)
Languages none
Skills Acrobatics +4, Athletics +6, Stealth +8
Str +5, Dex +1, Con +3, Int -4, Wis +1, Cha +0

AC 16; Fort +10; Reflex +5; Will +5;
HP 20
Speed 20 feet (swim 40 feet)

Jaws One Action +9 (+4, -1) to hit (reach 10) 1d6+2 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Constrict One Action

1d4+2 bludgeoning damage, no listed Fortitude save

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Spine Rake Two Actions (attack, move)

The young sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 1d4+2 slashing damage (DC 14 basic reflex save).

Young Sea Serpent Algae (incapacitation, poison)

The water in the ballast organs around the sea serpent's neck is full of psychotropic algae.

Saving throw DC 18 fortitude

Maximum duration 3 rounds

Stage 1 Confused and, if flying, spends its first action each turn to descend 20 feet (1 round)

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.