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Coral Dragon (Young, Spellcaster)Creature 8


LargeAmphibiousDragonPrimal
Source Pathfinder Monster Core 2
Perception +16 (darkvision, wavesense (imprecise) 60 feet)
Languages Common, Draconic, Thalassic
Skills Acrobatics +14, Athletics +16, Diplomacy +18, Intimidation +18, Nature +16, Society +14, Stealth +16, Survival +16
Str +6, Dex +2, Con +4, Int +2, Wis +2, Cha +6

AC 26; Fort +18; Reflex +14; Will +15;
HP 135
Speed 30 feet (fly 30 feet, swim 80 feet)
Immunities dazzled, paralyzed, sleep

Jaws One Action +20 (+15, +10) to hit (magical, reach 10) 2d10+10 Piercing
Claw One Action +20 (+16, +12) to hit (agile, magical) 2d6+10 Slashing
Tail One Action +18 (+13, +8) to hit (magical, reach 15) 2d8+10 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 5d6 piercing damage (DC 26 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.

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 28 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 Two Actions (primal, water)

The dragon exhales a pressurized jet of water that deals 9d6 bludgeoning damage in an 80-foot line (DC 26 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 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 two 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 1 mile away.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.


Primal Prepared Spells (DC 26, +18 to hit)

Cantrips (4th 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, Vapor Form


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

Common

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.

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.