Starved Sea DrakeCreature 5
Source Pathfinder Society Scenario #2-23: An Agent's Obligation
Perception +12 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +13, Athletics +14, Stealth +11
Str +5, Dex +2, Con +3, Int -1, Wis +2, Cha +0
AC 22; Fort +15; Reflex +12; Will +9;
HP 75
Speed 15 feet (fly 30 feet, swim 40 feet)
Immunities electricity, paralyzed, sleep
Jaws
+15 (+10, +5) to hit (unarmed) 2d8+7 PiercingTail
+15 (+11, +7) to hit (agile, reach 10) 2d6+7 BludgeoningElectrified Blood
(electricity)Trigger An adjacent creature deals piercing or slashing damage to the sea drake
Effect An arc of electricity courses through the sea drake's blood. The triggering creature takes 1d6 electricity damage.
Ball Lightning Breath
(arcane, electricity)The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 6d6 electricity damage (DC 22 reflex save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 20 reflex save).
The sea drake can't use Ball Lightning Breath again for 1d6 rounds.
Briny WoundA sea drake's saliva carries a large quantity of salt, making its bite wounds even more painful. When a creature takes damage from a sea drake's jaws Strike, the creature must attempt a DC 22 fortitude save; the creature is then temporarily immune to briny wound for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Sickened 1.
Failure The creature is Sickened 2.
Critical Failure The creature is Sickened 2 and Slowed 1 as long as it's sickened.
Draconic Frenzy
The sea drake makes one jaws Strike and two tail Strikes in any order.
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.
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.