Dragon, Imperial, Sea, Ancient
Description
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.
Combat Stats
- Melee
- bite +32 (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)
- DR
- 15/magic
- SR
- 28
- Aura
- frightful presence (300 ft., DC 28)
Ability Scores
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
Special Qualities
Feats
Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack, Snatch, Weapon Focus (bite, claws, gore)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
The creature's secondary attacks with natural weapons take only a –2 penalty.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
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
Spells
- Type
- Dragon
- Alignment
- CG
- Size
- Gargantuan
- Senses
- dragon senses; Perception +37
- Aura
- frightful presence (300 ft., DC 28)
- Languages
- Aquan, Auran, Celestial, Common, Draconic, Elven, Gnome, Sylvan
- Source
- Bestiary 3