I put together the below monster as an aquatic conversion of the Wyvern. Along the way it dropped the stinger and picked up a few Manticore elements.
The challenge is *intended* for a CR11 party (or thereabouts) and I want to make them sweat; party composition does not include many optimized full casters. Please let me know how you think I did and/or if I should change stuff up!
Sea Dragon
Size/Type: Huge Dragon (Amphibious)
Hit Dice: 12d12+60 (138 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Swim 60 ft.
Armor Class: 21 (-2 size, +2 Dex, +11 natural), touch 10, flat-footed 19
Base Attack/Grapple: +12/+29
Attack: Bite +21 (3d8+9) or Claw +21 (3d6+5) or Tail Slap +21 (2d8+5) or 6 Tail Spines +14 (2d6+5 19-20/x2)
Full Attack: Bite +21 (3d8+9) and 2 Claws +19 (3d6+5) and Tail Slap +19 (2d8+5) or 6 Tail Spines +14 (2d6+5 19-20/x2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, Tail Spines
Special Qualities: Mucous, Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +13, Ref +10, Will +9
Abilities: Str 28, Dex 14, Con 20, Int 6, Wis 12, Cha 9
Skills: Hide +9, Listen +16, Move Silently +18, Spot +16
Feats: Power Attack (B), Dodge, Mobility, Multiattack (B), Elusive Target, Improved Bull Rush, Knockback
Environment: Temperate ocean
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 11 (?)
Treasure: Standard
Alignment: Usually neutral
Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan)
Level Adjustment:Improved Grab (Ex): A Sea Dragon who hits with its Bite attack can immediately make a Grapple check as a free action.
Mucous (Ex): Sea Dragons are coated in a thin layer of slimy mucous which protects their skin from bacteria while in the water and from drying out while on dry land. The mucous has a number of effects:
Aquatic Freedom: While swimming in water, a Sea Dragon is considered under the effect of a Freedom of Movement effect.
Difficult to Hold: A Sea Dragon gains a +4 bonus to resist grapple attempts.
Toxic Weapons: A Sea Dragon's mucous is highly toxic to the body of most sentient species. A successful attack by a Sea Dragon's natural weapons (including tail spines) deals 1 point of Con damage in addition to normal damage. If the target is immune to poison when struck, this damage is negated.
Tail Spines (Ex): A Sea Dragon has a double row of sharp spines along the rear of its body, just above the spine. With a snap of its tail, a Sea Dragon can loose a volley of six spines as a standard action (make an attack roll for each spine). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spines in any 24-hour period.