Dragon, Primal, Brine, Ancient
Description
Although not inherently evil, brine dragons have little patience for kindness and philanthropy. As they age, they grow more and more opinionated and obsessed with power—by adult age, a brine dragon counts itself a failure if it doesn't rule over a collection of “lesser beings” such as humans, merfolk, locathah, or even sahuagin.
Combat Stats
- Melee
- bite +34 (2d8+21 plus 1d2 Str), 2 claws +34 (2d6+14), tail slap +29 (2d6+21), 2 wings +29 (1d8+7)
- Space
- 15 ft.
- Reach
- 10 ft. (15 ft. with bite)
- DR
- 15/magic
- SR
- 27
- Aura
- frightful presence (300 ft., DC 26)
Ability Scores
Special Attacks
Special Qualities
Feats
Awesome Blow, Greater Vital Strike, Hover, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (Swim), Vital Strike, Wingover
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
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.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Skills
Bluff +30, Diplomacy +30, Fly +16, Heal +30, Knowledge (arcana, geography, nature) +31, Perception +30, Sense Motive +30, Survival +30, Swim +53, Use Magic Device +30
Spells
- Type
- Dragon
- Alignment
- LN
- Size
- Huge
- Senses
- dragon senses; Perception +30
- Aura
- frightful presence (300 ft., DC 26)
- Languages
- Aquan, Common, Draconic, Dwarven, Elven, Gnome, Halfling
- Source
- Bestiary 2