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Starved Sea DrakeCreature 5


UncommonNELargeAmphibiousDragonWater
Source Pathfinder Society Scenario #2-23: An Agent's Obligation
Perception +12 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +13, Athletics +14, Stealth +11
Str +5, Dex +2, Con +3, Int -1, Wis +2, Cha +0

AC 22; Fort +15; Reflex +12; Will +9;
HP 75
Speed 15 feet (fly 30 feet, swim 40 feet)
Immunities electricity, paralyzed, sleep

Jaws One Action +15 (+10, +5) to hit 2d8+7 Piercing
Tail One Action +15 (+11, +7) to hit (agile, reach 10) 2d6+7 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 6d6 electricity damage (DC 22 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 20 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 22 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.

Draconic Frenzy Two Actions

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



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.