This 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)
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
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 +17, Climb +15, Perception +13, Stealth +17, Swim +17; 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.
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 rough viper is healed for that much. Blue mages may learn this ability as a 2nd level spell (DC 19).
Bite – injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 1 save.