N Gargantuan magical beast (aquatic)
Init +9; Senses darkvision 120 ft., low-light vision; Perception +23
AC 34, touch 12, flat-footed 28 (+5 Dex, +1 dodge, +22 natural, -4 size)
hp 333 (23d10+207)
Fort +22, Ref +20, Will +12
Defensive Abilities elusive; Immune cold; Resist fire 30
Speed 10 ft., swim 50 ft.; surge 400 ft.
Melee bite +33 (6d10+14/19-20 plus grab), tail slap +33 (6d8+14/19-20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, constrict (6d8+21), powerful tail, swallow whole (10d6+21 bludgeoning damage, AC 21, 33 hp)
Str 39, Dex 20, Con 28, Int 2, Wis 17, Cha 11
Base Atk +23; CMB +41 (+45 grapple); CMD 57 (can't be tripped)
Feats Critical Focus, Dodge, Improved Critical (bite), Improved Critical (tail slap), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike
Skills Perception +23, Stealth +8, Swim +22
As a full-round action while in water, a deep sea serpent can move up to its run speed (200 feet) without leaving any trace of its passing (identical in effect to pass without trace). An elusive deep sea serpent gains a +40 circumstance bonus on its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the effects of a nondetection spell. Both of these effects function at caster level 20th and cannot be dispelled.
Powerful Tail (Ex)
A deep sea serpent's tail slap is always a primary attack. When a deep sea serpent deals damage to an object with its tail slap or via constrict damage, it ignores the first 10 points of hardness that object possesses.
A deep sea serpent can surge forward as a full-round action at a speed of 400 feet. It must move in a straight line, but does not provoke attacks of opportunity while surging.