Sea Serpent, Lantern, Wyrmling
Medium Dragon (Water) — CR 4
Sea Serpent, Lantern, Wyrmling is a D&D 3.5 monster from —. CR 4, HD 6d12+12 (52 hp).
- Hit Dice
- 6d12+12 (52 hp)
- Initiative
- +0
- Speed
- land 30 ft, 30 ft., swim 80 ft.
- Base Attack / Grapple
- +6/+7
- Attack
- 1 bite +7, 2 claws +2
- STR
- 13
- DEX
- 10
- CON
- 15
- INT
- 12
- WIS
- 13
- CHA
- 12
- Fort / Ref / Will
- +7 / +5 / +6
- Challenge Rating
- 4
- Alignment
- Always lawful evil
- 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
- Double Standard
- Level Adjustment
- +4
Special Abilities
Description
SizeConstrict DamageMedium1d8Large2d8Gargantuan4d8Colossal6d8
Lantern sea serpents carefully plan before an attack. Using their spell-like abilities, lantern serpents soften up their prey, weakening their victims before they strike. Then they attack physically, destroying whatever is left of their prey.
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.
Water Subtype
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.