Brine Dragon (Young)Creature 8
Source Pathfinder Lost Omens Draconic Codex
Perception +16 (darkvision, (+18 to Sense Motive); aquatic echolocation 120 feet)
Languages Common, Draconic, Thalassic
Skills Lore +16, Acrobatics +14, Athletics +18, Deception +16, Diplomacy +18, Intimidation +18, Nature +16, Society +16, Stealth +14
Str +6, Dex +4, Con +3, Int +3, Wis +3, Cha +4
AC 26; Fort +19; Reflex +16; Will +14; +2 status to all saves vs. primal
HP 170
Speed 25 feet (fly 90 feet, swim 120 feet)
Immunities paralyzed, sleep, clumsy, controlled
Resistances Acid 5, Force 5
Jaws
+20 (+15, +10) to hit (magical, reach 10, unarmed) 2d8+9 PiercingClaw
+20 (+16, +12) to hit (agile, magical, unarmed) 2d6+9 SlashingTail
+18 (+13, +8) to hit (magical, reach 15, unarmed) 2d10+9 BludgeoningCaustic Spit
+18 (+13, +8) to hit (acid) 2d10+3 AcidAquatic 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
(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 4d6 mental damage with a DC 26 will save. Any creature who fails the save also becomes Frightened 1 (Frightened 2 on a critical failure).
Benthic Bite (primal)A creature who takes damage from a brine dragon's jaws Strike must succeed at a DC 26 fortitude save or be Enfeebled 1 for 1 round.
Crushing Breath
(primal)The dragon spews a 50-foot line of pressurized water that deals 8d6 bludgeoning damage with a DC 26 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
The dragon makes two claw Strikes and one tail Strike in any order.
Draconic MomentumWhen the dragon scores a critical hit with a Strike, they recharge Crushing Breath.
Pressurized Pool
(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 26 fortitude save or become Encumbered until the beginning of their next turn.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AquaticAquatic 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.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
PrimalThis 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.
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 connection to magical water.