Ancient Sea Dragon

CR: 17 XP: 102,400


CG Gargantuan dragon (water)


Init: +3 Senses: dragon senses Perception: +37


Aura: frightful presence (300 ft., DC 28)


Defense

AC: 37, touch 5, flat-footed 37 (–1 Dex, +32 natural, –4 size)


hp: 310 (23d12+161)


Fort: +22 Ref: +14 Will: +20


DR: 15/magic


Immune: electricity, paralysis, sleep


SR: 28


Offense

Speed: 40 ft., fly 250 ft. (clumsy), swim 100 ft.


Melee: bite +33 (4d6+18), 2 claws +32 (2d8+12), gore +32 (2d8+18), tail slap +29 (2d8+18)


Space: 20 ft. Reach: 15 ft. (20 ft. with bite and gore)


Special Attacks: breath weapon (60-ft. cone, 20d6 fire damage, DC 28), crush (DC 28, 4d6+18), tail sweep (DC 28, 2d6+18), torrent breath


Spell-Like Abilities: (CL 23rd; concentration +30) At will—control water, call lightning (DC 20), create water, hydraulic push*, water walk


Spells Known: (CL 15th; concentration +22) 7th (5/day)—insanity (DC 24), plane shift (DC 24) 6th (7/day)—chain lightning (DC 23), freezing sphere (DC 23), forceful hand 5th (7/day)—cone of cold (DC 22), dream, mind fog (DC 22), persistent image (DC 22) 4th (7/day)—black tentacles, confusion (DC 21), lesser geas (DC 21), rainbow pattern (DC 21) 3rd (8/day)—haste, hold person (DC 20), lightning bolt (DC 20), sleet storm 2nd (8/day)—gust of wind (DC 19), mirror image, obscure object, scare (DC 19), see invisibility 1st (8/day)—charm person (DC 18), chill touch, color spray (DC 18), expeditious retreat, sleep 0 (at will)—acid splash, daze (DC 17), detect magic, ghost sound, mage hand, message, ray of frost, read magic, resistance * See the Advanced Player’s Guide.


Statistics

Str: 35 Dex: 8 Con: 25 Int: 24 Wis: 25 Cha: 24


Base Atk: +23 CMB: +39 CMD: 48 (52 vs. trip)


Feats: Alertness, Flyby Attack, Great Fortitude, Greater Weapon Focus (bite), Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Snatch, Weapon Focus (bite, claws, gore)


Skills: Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge (arcana, geography, history, nature) +33, Perception +37, Sense Motive +37, Stealth +13, Survival +33, Swim +46


SQ: change shape, sea strider, unfettered swimmer, water breathing Infused with the power of waves and storms, sea dragons— or jiaolungs, as they are known in many lands—are draconic protectors of oceans and their creatures. Possessing tempestuous natures, sea dragons wander widely, sometimes claiming thousands of miles of ocean and coastlines as their protectorates. Dragon (Imperial), Sea Dragon (Imperial), Sea Imperial Dragon, Sky Although wingless, this dragon twists gracefully though the sky, its scales reflecting the shifting hues of the heavens. SKY DRAGON LG dragon (air) BASE STATISTICS CR 5, Size Small, Hit Dice 6d12 Speed 40 ft. Natural Armor +6, Breath Weapon cone, 2d8 electricity


Languages: Aquan, Auran, Celestial, Common, Draconic, Elven, Gnome, Sylvan


Ecology

Environment: temperate or warm mountains


Organization: solitary


Treasure: triple


Description

Borne Aloft (Su) Old or younger sky dragons fly with good maneuverability while all older sky dragons have perfect.

Celestial Emissary (Su) Three times per day, a great wyrm sky dragon can imbue others with the celestial aspect of the oracle spell divine vessel*, but it can only be cast on another willing creature of good alignment.

Change Shape (Su) A young or older sky dragon can assume any humanoid form three times per day as if using polymorph.

Cloud Sight (Su) A very young or older sky dragon’s sight is not impeded by clouds or fog, or by spells that create areas of fog.

Grounding Breath (Su) Any flying creature damaged by the breath weapon of an ancient or older sky dragon must make a Fortitude save with the same DC as the sky dragon’s breath weapon or lose the ability to fly for 1d4 rounds.

Primal Lightning (Su) An old or older sky dragon’s breath weapon can affect creatures normally immune or resistant to electricity damage. A creature immune to electricity damage still takes half damage from the breath weapon (no damage with a successful saving throw). Resistant creatures’ electricity resistance is treated as 10 less than normal. Age Special Caster Category Abilities Level Wyrmling Borne aloft, immunity to electricity — Very young Cloud sight — Young Change shape, detect evil 1st Juvenile Feather fall, frightful presence 3rd Young adult DR 5/magic, spell resistance 5th Adult Gust of wind 7th Mature adult DR 10/magic 9th Old Call lightning storm, primal lightning 11th Very old DR 15/magic 13th Ancient Control winds, grounding breath 15th Wyrm DR 20/magic 17th Great wyrm Celestial emissary, stormbolts* 19th * See the Advanced Player’s Guide.

Source: Pathfinder Roleplaying Game Bestiary 3