Young Sea Serpent
CREATURE 1 +7; darkvision
Acrobatics +4, Athletics +6 (+8 to swim), Stealth +8
Str +5, Dex +1, Con +3, Int -4, Wis +1, Cha +0
AC 16; Fort +10, Ref +5, Will +5
HP 20
20 feet, swim 40 feet
Melee Jaws +9 (reach 10, unarmed), Damage 1d6+2 piercing plus Grab
Ranged Waterspout +7 (brutal, water, range increment 30 feet), Damage plus Young Sea Serpent Algae
Constrict
1d4+2 bludgeoning damage, no listed Fortitude save
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Spine Rake (attack, move)
Young Sea Serpent Algae (incapacitation, poison)
The water in the ballast organs around the sea serpent's neck is full of psychotropic algae.
Saving throw DC 18 Fortitude
Maximum duration 3 rounds
Confused and, if flying, spends its first action each turn to descend 20 feet (1 round)
Grab
The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Pathfinder Society Quest #3: Grehunde's GorgetOGL