Young Brine DragonCreature 8
Source Pathfinder Bestiary 2
Perception +16 (darkvision, scent (imprecise) 60 feet)
Languages Aquan, Common, Draconic
Skills Acrobatics +14, Athletics +18, Deception +18, Intimidation +18, Nature +16, Society +16, Survival +14
Str +6, Dex +2, Con +4, Int +2, Wis +2, Cha +4
AC 27; Fort +18; Reflex +16; Will +16;
HP 142
Speed 30 feet (fly 100 feet, swim 50 feet)
Immunities acid, paralyzed, sleep
Jaws +20 (+15, +10) to hit (acid, reach 10) 2d4 Acid + 2d10+8 Piercing
Claw +20 (+16, +12) to hit (agile) 2d8+8 Slashing
Tail +18 (+13, +8) to hit (reach 15) 2d12+8 Bludgeoning
Wing +18 (+14, +10) to hit (agile, reach 10) 1d12+8 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.
ScentScent 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.
Brine Spit (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 3d6 acid damage (DC 26 basic reflex save). On a failure, the concentrate action is disrupted.
Frightful Presence (aura, emotion, fear, mental)90 feet Aura DC 24 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 (acid, evocation, primal)The dragon breathes a spray of acidic salt water that deals 9d6 acid damage in an 80-foot line (DC 26 basic reflex save).
They can't use Breath Weapon again for 1d4 rounds.
Draconic FrenzyThe dragon makes two claw Strikes and one wing Strike in any order.
Draconic MomentumThe dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
Primal Innate Spells (DC 26, +18 to hit)
1st Level: Hydraulic Push
2nd Level: Obscuring Mist
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
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.
AmphibiousAn 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.
WaterEffects 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.