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Young Sea Dragon (Spellcaster)Creature 8


UncommonCGLargeAmphibiousDragonWater
Source Pathfinder Bestiary 3
Perception +15 (darkvision, wavesense (imprecise) 60 feet)
Languages Aquan, Common, Draconic
Skills Acrobatics +16, Arcana +14, Athletics +19, Deception +14, Intimidation +16, Nature +15, Society +14, Stealth +16, Survival +13
Str +5, Dex +4, Con +3, Int +2, Wis +3, Cha +2

AC 27 fed by metal; Fort +17; Reflex +18; Will +15;
HP 140
Speed 30 feet (fly 100 feet, swim 50 feet)
Immunities paralyzed, sleep

Jaws One Action +20 (+15, +10) to hit (reach 10) 2d10+11 Piercing
Claw One Action +20 (+16, +12) to hit (agile) 2d8+11 Slashing
Tail One Action +20 (+15, +10) to hit (reach 20) 2d8+11 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.

Wavesense (Imprecise) 60 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

At-Will Spells

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

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Countered by Earth

If the sea dragon is targeted with an earth spell or Flesh to Stone, they lose Liquefy until the end of their next turn.

Fed by Metal (arcane, transmutation)

When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.

Effect: Fed by Metal

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.

Liquefy Reaction (abjuration, arcane, water)

Trigger The dragon is targeted by a Strike or spell that could deal fire or physical damage to them


Effect The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 15 to fire and to all physical damage.

Breath Weapon Two Actions (arcane, evocation, water)

The dragon shoots a ball of water that deals 9d6 bludgeoning damage in a 20-foot burst within 40 feet (DC 26 basic reflex save). All non-magical fire in the radius is extinguished.

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

Constrict One Action

2d8+6 bludgeoning, DC 26 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Hyponatremia (water)

A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 26 fortitude save or become Sickened 1 as a surge of excess water floods its body.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Arcane Prepared Spells (DC 26, +19 to hit)

Cantrips (4th Level): Detect Magic, Message, Prestidigitation, Read Aura, Shield
1st Level: Air Bubble, Grease, Grim Tendrils
2nd Level: Hideous Laughter, Resist Energy, Water Breathing
3rd Level: Feet to Fins, Haste, Wall of Wind

Arcane Innate Spells (DC 26, +18 to hit)

1st Level: Create Water (At Will)
2nd Level: Endure Elements (Self Only), Water Walk (Constant)


Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.

Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty.


Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.

Draconic Cycles

Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.

Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.


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.