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Coral ArchdragonCreature 21


RareGargantuanAmphibiousDragonPrimal
Source Pathfinder Lost Omens Draconic Codex
Perception +38 (darkvision, wavesense (imprecise) 60 feet)
Languages Common, Draconic, Thalassic
Skills Acrobatics +34, Athletics +36, Diplomacy +40, Intimidation +40, Nature +36, Society +32, Stealth +36, Survival +38
Str +10, Dex +6, Con +7, Int +6, Wis +6, Cha +7

AC 45; Fort +38; Reflex +33; Will +34;
HP 400
Speed 60 feet (fly 80 feet, swim 140 feet)
Immunities dazzled, paralyzed, sleep

Jaws One Action +40 (+35, +30) to hit (magical, reach 20) 4d12+18 Piercing
Claw One Action +40 (+36, +32) to hit (agile, magical, reach 15) 4d8+18 Slashing
Tail One Action +38 (+33, +28) to hit (magical, reach 25) 4d10+18 Bludgeoning

+2 Status to All Saves vs. PrimalBiomineralize Reaction

Trigger The dragon is critically hit by a melee weapon without reach or an unarmed attack that deals slashing or piercing damage


Effect A gout of blood spurts from the dragon's wound and instantaneously calcifies into a jagged branch of sharpened coral. The coral branch impales the triggering creature, dealing 10d6 piercing damage (DC 44 reflex save). The triggering creature also takes 1d4 persistent,bleed damage on a critical failure. Regardless of the outcome, the coral then crumbles to dust.

Draconic Frenzy Two Actions

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

Kaleidoscopic Display (aura, visual)

90 feet. The coral formations covering the dragon's body shimmer with vivid colors, overwhelming the senses. Any creature entering or beginning its turn in the aura must attempt a DC 42 will save. Regardless of outcome, the creature is temporarily immune to the dragon's Kaleidoscopic Display for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Dazzled for 1 round.

Failure The creature is Blinded for 1 round.

Critical Failure The creature is blinded for 1 round and dazzled for 1 minute.

Reef Bond

Every coral dragon is mystically bound to a single living coral reef. If the dragon moves more than 3 miles from their reef, they become Sickened 1 and unable to recover, with the sickened value increasing by 1 every 6 hours unless they succeed at a DC 46 fortitude save. After 24 hours, the dragon becomes Drained 1; their drained value increases by 1 every 24 hours.

If the dragon's reef suffers significant physical damage, they immediately become aware of the location where the reef was harmed, but not the source or nature of the damage. Should the reef ever be completely destroyed, the dragon is immediately slain.

Draconic Momentum

The dragon recharges their Hydraulic Breath whenever they score a critical hit with a Strike.

Hydraulic Breath Two Actions (primal, water)

The dragon exhales a pressurized jet of water that deals 22d6 bludgeoning damage in an 140-foot line (DC 44 reflex save). Creatures that critically fail their Reflex save against the Hydraulic Breath are pushed back 10 feet and knocked Prone. The dragon can't use Hydraulic Breath again for 1d4 rounds.

Reef Armor Two Actions (primal)

Frequency once per day


Effect The dragon encases themself in an shell of protective coral, gaining 80 temporary Hit Points and resistance 15 to piercing and slashing damage until the temporary Hit Points are depleted. The effect lasts for 1 minute, until destroyed, or until the dragon Dismisses the effect.

Reef Meld Three Actions (extradimensional, primal)

Frequency once per day

Requirements The coral dragon is in physical contact with their bound reef


Effect The dragon physically merges with the reef and vanishes, along with up to 12 willing creatures, into an extradimensional space where it can neither affect nor be affected by the outside world. The effect lasts indefinitely or until the dragon Dismisses it. Once merged, the dragon can spend 1 minute traveling to and emerging from any point on its reef up to 10 mile away.


Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons stand out for their arrogance and vanity, boasting inordinate pride in the vibrant hues of their own coral-encrusted scales and the dazzling splendor of the reefs they protect. Coral dragons like to decorate their reefs, which they view as lairs, with objects of beauty, dotted with the occasional bit of valuables like coins. Those who seek the favor of a coral dragon often find the creature easily swayed by flattery, particularly when paired with shiny or brightly colored gifts that complement the scintillating beauty of the dragon and their underwater domain.


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.

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.

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.

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.