Sea Serpent, Spiked, Very young

Medium Dragon (Water) — CR 4

()Updated 3.5

Sea Serpent, Spiked, Very young is a D&D 3.5 monster from —. CR 4, HD 7d12+21 (66 hp).

Hit Dice
7d12+21 (66 hp)
Initiative
+0
Speed
land 10 ft, 10 ft., swim 80 ft.
Base Attack / Grapple
+7/+7
Attack
1 bite +7, 2 claws +2
STR
11
DEX
12
CON
17
INT
4
WIS
11
CHA
10
Fort / Ref / Will
+8 / +6 / +5
Challenge Rating
4
Alignment
Always chaotic 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
+3

Special Abilities

AmphibiousConstrictImproved GrabSwallow WholeMaddening SpikesLaunch SpikesSpiked BodyWounding Spikes
SizeConstrict DamageMedium1d8Large2d8Gargantuan4d8Colossal6d8 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. Older spiked sea serpents launch spikes at their opponents before closing, but once in melee, they wrap themselves about their foes. Unlike other sea serpents, however, after crushing an opponent for 1 round a spiked sea serpent typically disentangles itself and withdraws, letting blood loss from its spikes do its job for it. This is especially true if the spiked sea serpent is fighting multiple opponents. Spell-Like Abilities: At will - inflict serious wounds. These abilities are all as cast by a sorcerer of level equal to the sea serpent's hit dice (save DC 10 + sea serpent's Charisma modifier + spell level). 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.

Description

SizeConstrict DamageMedium1d8Large2d8Gargantuan4d8Colossal6d8 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. Older spiked sea serpents launch spikes at their opponents before closing, but once in melee, they wrap themselves about their foes. Unlike other sea serpents, however, after crushing an opponent for 1 round a spiked sea serpent typically disentangles itself and withdraws, letting blood loss from its spikes do its job for it. This is especially true if the spiked sea serpent is fighting multiple opponents. Spell-Like Abilities: At will - inflict serious wounds. These abilities are all as cast by a sorcerer of level equal to the sea serpent's hit dice (save DC 10 + sea serpent's Charisma modifier + spell level). 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.