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Sea SnakeThis great, writhing aquatic beast is pale blue with bright yellow stripes, and possesses a flipper-like tail to aid it as it swims.

Sea Snake (CR 5)

XP 1,600
N Large Magical Beast (Reptilian)
Init +7; Senses Low-light vision, scent; Perception +13


AC 19, touch 12, flat-footed 16 (+3 dex, +7 natural, -1 size)
hp 60 (6d10+30)
Fort +9, Ref +8, Will +4
Resist Water 10
Weakness Ice


Speed 30 ft., climb 30 ft., swim 30 ft.
Melee Bite +11 (2d6+7 plus poison and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks Constrict (2d6+7), Leech


Str 20, Dex 16, Con 18, Int 1, Wis 15, Cha 2
Base Atk +6; CMB +12 (+16 grapple); CMD 25 (can’t be tripped)
Feats Improved Initiative, Toughness, Weapon Focus (Bite)
Skills Acrobatics +15, Climb +9, Perception +10, Stealth +7, Swim +10; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics


Critical Attack (Ex)

Once every 1d3 rounds as a standard action, the sea snake can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 2d6+7 x 1.5 for total damage.

Leech (Su)

3/day, a sea snake can leech the blood from a target within 30 feet. The target must make a Fortitude save (DC 14) or take 2d6 points of shadow damage and the sea snake is healed for that much. Blue mages may learn this ability as a 2nd level spell (DC 19).

Poison (Ex)

Bite – injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 1 save.