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Brine Dragon (Ancient, Spellcaster)Creature 17


UncommonHugeAquaticDragonElementalPrimalWater
Source Pathfinder Lost Omens Draconic Codex
Perception +29 (greater darkvision, (+31 to Sense Motive); aquatic echolocation 120 feet)
Languages Common, Draconic, Thalassic
Skills Lore +30, Acrobatics +28, Athletics +33, Deception +30, Diplomacy +33, Intimidation +33, Nature +30, Society +30, Stealth +28
Str +9, Dex +5, Con +6, Int +5, Wis +5, Cha +6

AC 39; Fort +32; Reflex +29; Will +30; +2 status to all saves vs. primal
HP 395
Speed 35 feet (fly 150 feet, swim 180 feet)
Immunities paralyzed, sleep, clumsy, controlled
Resistances Acid 15, Force 15

Jaws One Action +33 (+28, +23) to hit (magical, reach 15, unarmed) 3d10+19 Piercing
Claw One Action +33 (+29, +25) to hit (agile, magical, reach 10, unarmed) 3d8+19 Slashing
Tail One Action +31 (+26, +21) to hit (magical, reach 20, unarmed) 3d12+19 Bludgeoning
Caustic Spit One Action +31 (+26, +21) to hit (acid) 3d12+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 MotiveRegent'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 6d8 mental damage with a DC 35 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 35 fortitude save or be Enfeebled 2 for 1 round.

Crushing Breath Two Actions (primal)

The dragon spews a 100-foot line of pressurized water that deals 18d6 bludgeoning damage with a DC 38 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.

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 38 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 12d8 bludgeoning damage with a DC 38 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.


Primal Prepared Spells (DC 38, +30 to hit)

Cantrips (9th Level): Caustic Blast, Detect Magic, Guidance, Read Aura, Spout
1st Level: Air Bubble, Create Water, Hydraulic Push
2nd Level: Acid Grip, Darkness, Water Breathing
3rd Level: Aqueous Orb, Crashing Wave, Feet to Fins, Slow
4th Level: Hydraulic Torrent, Unfettered Movement
5th Level: Control Water, Corrosive Muck, Mariner's Curse
6th Level: Truesight
7th Level: Eclipse Burst, Energy Aegis, Regenerate
8th Level: Desiccate, Migration



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.

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.