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Brine ArchdragonCreature 20


RareGargantuanAquaticDragonElementalPrimalWater
Source Pathfinder Lost Omens Draconic Codex
Perception +36 (greater darkvision, (+38 to Sense Motive); aquatic echolocation 120 feet)
Languages Common, Draconic, Thalassic
Skills Lore +38, Acrobatics +34, Athletics +40, Deception +34, Diplomacy +40, Intimidation +38, Nature +34, Society +34, Stealth +32
Str +11, Dex +6, Con +7, Int +6, Wis +6, Cha +7

AC 44; Fort +37; Reflex +33; Will +35; +2 status to all saves vs. primal
HP 460
Speed 40 feet (fly 180 feet, swim 180 feet)
Immunities paralyzed, sleep, clumsy, controlled
Resistances Acid 15, Force 15

Jaws One Action +38 (+33, +28) to hit (magical, reach 15, unarmed) 4d10+21 Piercing
Claw One Action +38 (+34, +30) to hit (agile, magical, reach 10, unarmed) 4d8+21 Slashing
Tail One Action +36 (+31, +26) to hit (magical, reach 20, unarmed) 4d12+21 Bludgeoning
Caustic Spit One Action +36 (+31, +26) to hit (acid) 4d12+10 Acid

Aquatic Echolocation

A brine dragon can use their hearing as a precise sense at the listed range, but only underwater.

+2 Status to All Saves Vs. Primal+2 to Sense MotiveDecompression Sickness (aura, primal, water)

20 feet. After the dragon uses their Crushing Breath, the pressure of the depths surrounds them for 1 round. Any creature that leaves the aura during this time must succeed at a DC 39 fortitude save or become dizzy and unbalanced from the sudden change in pressure, treating all squares as difficult terrain until the end of their next turn. Incorporeal creatures are immune to this aura.

Regent's Glower Reaction (emotion, fear, mental, primal)

Trigger The dragon is critically hit with a melee attack


Effect The dragon focuses their weighty gaze upon their assailant, filling their foe with dread. The triggering creature takes 9d6 mental damage with a DC 42 will save. Any creature who fails the save also becomes Frightened 1 (Frightened 2 on a critical failure).

Bathygenic Barrage Two Actions (primal)

Frequency once per day


Effect The dragon uses Pressurized Pool three times. None of the bursts can overlap.

Benthic Bite (primal)

A creature who takes damage from a brine dragon's jaws Strike must succeed at a DC 39 fortitude save or be Enfeebled 3 for 1 round.

Crushing Breath Two Actions (primal)

The dragon spews a 120-foot line of pressurized water that deals 21d6 bludgeoning damage with a DC 42 reflex save. A creature that fails the save is also Clumsy 1 (Clumsy 2 on a critical failure) for 1 minute. The dragon can't use Crushing Breath again for 1d4 rounds.

Draconic Frenzy Two Actions

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

Draconic Momentum

When the dragon scores a critical hit with a Strike, they recharge Crushing Breath.

Pressurized Pool Two Actions (primal)

The dragon expels a 10-foot burst of pressurized water within 120 feet that lasts for 1 minute. A creature other than a brine dragon that enters or begins their turn within a burst must succeed at a DC 42 fortitude save or become Encumbered until the beginning of their next turn.

Tidal Surge Two Actions (primal)

The dragon sweeps their wings, creating a 30-foot cone of buffeting water that deals 14d8 bludgeoning damage with a DC 42 fortitude save. Each unattended object and each creature that fails the save is also pushed away from the dragon 20 feet (30 feet on a critical failure) and is knocked Prone. The dragon can't use Tidal Surge again for 1d4 rounds.



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.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.

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 connection to magical water.