Coral Dragon (Ancient, Spellcaster)Creature 17
Source Pathfinder Monster Core 2
Perception +32 (darkvision, wavesense (imprecise) 60 feet)
Languages Common, Draconic, Thalassic
Skills Acrobatics +28, Athletics +30, Diplomacy +34, Intimidation +34, Nature +30, Society +26, Stealth +30, Survival +31
Str +9, Dex +5, Con +6, Int +5, Wis +5, Cha +6
AC 39; Fort +32; Reflex +27; Will +28;
HP 315
Speed 50 feet (fly 60 feet, swim 120 feet)
Immunities dazzled, paralyzed, sleep
Jaws
+34 (+29, +24) to hit (magical, reach 20) 3d12+17 PiercingClaw
+34 (+30, +26) to hit (agile, magical, reach 15) 3d8+17 SlashingTail
+32 (+27, +22) to hit (magical, reach 25) 3d10+17 Bludgeoning+2 Status to All Saves vs. PrimalBiomineralize

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 8d6 piercing damage (DC 38 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.
Kaleidoscopic Display (aura, visual)90 feet. The coral formations covering the dragon's body glow and shimmer with vivid colors, overwhelming the senses and forcing any creature entering or beginning their turn in the aura to attempt a DC 36 fortitude save. Regardless of the 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 BondEvery 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 40 fortitude save. After 24 hours, the dragon becomes Drained 1; its drained value increases by 1 every 24 hours.
If the dragon's reef suffers significant 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.
Hydraulic Breath
(primal, water)The dragon exhales a pressurized jet of water that deals 18d6 bludgeoning damage in an 120-foot line (DC 38 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
(primal)Frequency once per day
Effect The dragon encases themself in an shell of protective coral, gaining 50 temporary Hit Points and resistance 10 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
(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 eight 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.
Improved Push
Trigger The monster's last action was a successful Strike that lists Improved Push in its damage entry
Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Improved Push lists a distance, change the distance the creature is pushed on a success to that distance.
Primal Prepared Spells (DC 38, +30 to hit)
Cantrips (9th Level): Detect Magic, Know the Way, Prestidigitation, Spout, Stabilize
1st Level: Air Bubble, Create Water, Tailwind
2nd Level: Mist, Water Breathing, Water Walk
3rd Level: Aqueous Orb, Crashing Wave, Slow
4th Level: Hydraulic Torrent, Mirage, Vapor Form
5th Level: Chameleon Coat, Control Water, Mariner's Curse
6th Level: Petrify
7th Level: Regenerate, Unfettered Pack
8th Level: Desiccate, Moment of Renewal
Rituals
Commune (nature only), Control Weather
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
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.
AmphibiousAn 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.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
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.