Sea Dragon (Adult, Spellcaster)Creature 12
Source Pathfinder Lost Omens Draconic Codex
Perception +21 (darkvision, wavesense (imprecise) 60 feet)
Languages Common, Draconic, Sussuran, Thalassic
Skills Acrobatics +23, Arcana +18, Athletics +26, Deception +19, Intimidation +21, Nature +22, Society +18, Stealth +18, Survival +20
Str +6, Dex +5, Con +4, Int +2, Wis +4, Cha +3
AC 32 fed by metal; Fort +22; Reflex +25; Will +20;
HP 225
Speed 40 feet (fly 120 feet, swim 60 feet)
Immunities paralyzed, sleep
Jaws
+26 (+21, +16) to hit (magical, reach 15, unarmed) 3d10+12 PiercingClaw
+26 (+22, +18) to hit (agile, magical, reach 10, unarmed) 3d8+12 SlashingTail
+26 (+21, +16) to hit (magical, reach 20, unarmed) 3d8+12 BludgeoningWavesense (Imprecise) 60 feet
This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Countered by EarthIf the sea dragon is targeted by a spell with the earth trait, Liquefy ends and they can't use it until the end of their next turn.
Fed by Metal (arcane)When a sea dragon is damaged by a spell or unarmed Strike of a creature with the metal trait, or a metallic weapon, the dragon's scales transform and grant them a +1 item bonus to AC until the start of their next turn.
Effect: Fed by Metal
Frightful Presence (aura, emotion, fear, mental)90 feet. DC 30 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Liquefy
(arcane, water)Trigger The dragon takes fire damage
Effect The dragon turns momentarily into water while maintaining their shape. They gain fire resistance 15, including against the triggering effect, until the end of their next turn.
Vortex (aura, water)40 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures who don't have the water trait.
Black Water Breath
(arcane, water)The dragon shoots a ball of water that deals 13d6 bludgeoning damage in a 25-foot burst within 50 feet (DC 32 reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Black Water Breath again for 1d4 rounds.
Greater Constrict
(3d8+6) bludgeoning, DC 30 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Hyponatremia (water)A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 32 fortitude save or become Sickened 1 as a surge of excess water floods its body.
Arcane Prepared Spells (DC 32, +24 to hit)
Cantrips (6th Level): Detect Magic, Message, Prestidigitation, Read Aura, Shield
1st Level: Air Bubble, Grease, Grim Tendrils
2nd Level: Laughing Fit, Resist Energy, Water Breathing
3rd Level: Feet to Fins, Haste, Wall of Wind
4th Level: Dispelling Globe, Translocate, Vapor Form
5th Level: Mariner's Curse, Truespeech, Wall of Ice
1st Level: Create Water, Create Water (At Will)
2nd Level: Environmental Endurance (Self Only), Water Walk (Constant)
Rituals
Commune, Control Weather (No Secondary Caster Required)
Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of Tian Xia, ready to aid mortal affairs and prove their worth. For some sea dragons, providing assistance in matters of the weather and arcane knowledge is a duty. For others, it's a perk that leads to valuable tributes or delicious meals. Visiting petitioners are all too eager to provide, for it's said that when a sea dragon is pleased, the rain is gentle and plentiful. In contrast, when they're angered, the storm spares none from its fury.
Despite common Tian belief, civilization hardly lives at the mercy of the sea dragons, for most are subjects of kingdoms sworn to assist mortals. Most sea dragons are subjects of one of the four sea dragon kings, whose nation or united territories are based out in the Embaral Ocean, Ivory Sea, Okaiyo Ocean, and Songil Sea. Given the lack of native sea dragons on the Plane of Water, it's theorized that these kingdoms might be remnants of a mass exodus from the Boundless Sea. The sea dragon's own myths say their kings of old took oaths to escape persecution from the Elemental Lord Kelizandri. While it's uncertain if the Brackish Emperor yet seeks to exterminate the sea dragons, most uphold the sworn promise as part of their cultural heritage or in honor of their forebears.
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.
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.
ArcaneThis magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
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.