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Sea DrakeCreature 6


NELargeAmphibiousDragonWater
Source Pathfinder Bestiary 2
Perception +14 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +14, Athletics +16, Stealth +12
Str +6, Dex +2, Con +4, Int -1, Wis +2, Cha +0

AC 24; Fort +16; Reflex +14; Will +12;
HP 95
Speed 15 feet (fly 40 feet, swim 50 feet)
Immunities electricity, paralyzed, sleep

Jaws One Action +17 (+12, +7) to hit 2d8+9 Piercing
Tail One Action +17 (+13, +9) to hit (agile, reach 10) 2d6+9 Bludgeoning

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 (Imprecise) 30 feet

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.

Electrified Blood Reaction (electricity)

Trigger An adjacent creature deals piercing or slashing damage to the sea drake


Effect An arc of electricity courses through the sea drake's blood. The triggering creature takes 1d6 electricity damage.

Ball Lightning Breath Two Actions (arcane, electricity, evocation)

The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 7d6 electricity damage (DC 24 basic reflex save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 22 basic reflex save).

The sea drake can't use Ball Lightning Breath again for 1d6 rounds.

Briny Wound

A sea drake's saliva carries a large quantity of salt, making its bite wounds even more painful. When a creature takes damage from a sea drake's jaws Strike, the creature must attempt a DC 24 fortitude save; the creature is then temporarily immune to briny wound for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Sickened 1.

Failure The creature is Sickened 2.

Critical Failure The creature is Sickened 2 and Slowed 1 as long as it's sickened.

Capsize One Action (attack)

The drake tries to capsize an adjacent aquatic vessel of its size or smaller. The drake must succeed at an Athletics check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the drake) or the pilot's Sailing Lore DC, whichever is higher.

Draconic Frenzy Two Actions

The sea drake makes one jaws Strike and two tail Strikes in any order.

Speed Surge One Action

Frequency three times per day


Effect The sea drake Strides, Flies, or Swims twice.


Long and slender, sea drakes have fins down the length of their backs and webbing between their talons, making them just as adapted for gliding through ocean waves as the skies above. More solitary than most drakes, they hunt and live alone. Although most sea drakes make their roosts high on ocean-facing cliffs, it isn't unheard of for them to dwell in underwater caves, living entirely aquatic lives.


Distant cousins to dragons, drakes menace and terrorize settlements.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.