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Ancient Brine DragonCreature 17


RareLNGargantuanAmphibiousDragonElementalWater
Source Pathfinder Bestiary 2
Perception +32 (darkvision, scent (imprecise) 60 feet)
Languages Aquan, Common, Draconic, Sylvan, Utopian
Skills Acrobatics +28, Athletics +32, Deception +32, Intimidation +34, Nature +30, Society +30, Survival +29
Str +9, Dex +5, Con +6, Int +5, Wis +5, Cha +6

AC 40; Fort +31; Reflex +30; Will +30; +1 status to all saves vs. magic
HP 330
Speed 50 feet (fly 140 feet, swim 70 feet)
Immunities acid, paralyzed, sleep

Jaws One Action +34 (+29, +24) to hit (acid, magical, reach 20) 3d10+17 Piercing + 5d4 Acid
Claw One Action +34 (+30, +26) to hit (agile, magical, reach 15) 3d10+17 Slashing
Tail One Action +32 (+27, +22) to hit (magical, reach 25) 3d12+17 Bludgeoning
Wing One Action +32 (+27, +22) to hit (magical, reach 20) 2d12+17 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicBrine Spit Reaction (concentrate)

Trigger A creature the brine dragon observes within 30 feet uses a concentrate action


Effect The dragon spits a glob of caustic salt water at the creature. The creature takes 7d6 acid damage (DC 36 basic reflex save). On a failure, the concentrate action is disrupted.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 36 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Breath Weapon Two Actions (acid, evocation, primal)

The dragon breathes a spray of acidic salt water that deals 18d6 acid damage in a 120-foot line (DC 38 basic reflex save).

They can't use Breath Weapon again for 1d4 rounds.

Capsize One Action (attack)

The dragon tries to capsize an adjacent aquatic vessel of their size or smaller. They must succeed at an Athletics check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the turtle) or the pilot's Sailing Lore DC, whichever is higher.

Desiccating Bite Two Actions

The dragon makes a jaws Strike. On a hit, the target takes 6d6 Persistent Acid Damage, and is Sickened 3 from the pain of salt and brine in its wounds.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one wing Strike in any order.

Draconic Momentum

The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.

Painful Strikes (acid)

The brine dragon's body is encrusted with salty, acidic crystals. When a target takes damage from one of the dragon's melee Strikes, it must succeed at a DC 38 fortitude Save or be Stunned 1 (Stunned 3 on a critical failure). The target then becomes temporarily immune for 1 minute.


Primal Innate Spells (DC 38, +30 to hit)

4th Level: Hydraulic Push (At Will), Obscuring Mist (At Will)
5th Level: Control Water, Mariner's Curse
6th Level: Hydraulic Torrent


Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.

Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.

Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.