Library / Bestiary

Drake, Sea

CR 6.00 Dragon NE Large
Not quite sea serpent or dragon, this vicious beast is covered with shiny blue-green scales. Its arms serve as both wings and flippers.

While obviously the product of draconic inbreeding, the heritage of sea drakes is less clear than that of other drakes. Among the strongest of the drakes, sea drakes still lack the mental acuity of their true dragon forebears, though they remain as brutally cunning as other drakes. Although amphibious, sea drakes spend the majority of their time in shallow coastal waters.

Sea drakes are up to 14 feet long from their noses to the tips of their powerful tails. They weigh 2,000 pounds.

The most solitary of all drakes, sea drakes prefer to hunt alone. Occasionally, however, they band together in packs to hunt larger prey. Such rampages can be a significant danger to coastal shipping.

STR
23
DEX
15
CON
18
INT
8
WIS
10
CHA
9
HP
73 (7d12+28)
AC
19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
Speed
20 ft., fly 60 ft. (average), swim 60 ft.
Init
+6
Melee
bite +12 (1d8+6 plus 1d6 electricity), tail slap +7 (1d8+3)
Space
10 ft.
Reach
10 ft.
BAB
+7
CMB
+14
CMD
26
Fort
+9
Ref
+9
Will
+5

Ball Lightning Breath — A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of 100 feet, and deals 6d6 points of electricity damage (DC 17 Reflex half) to the primary target. After it strikes, the ball lightning can arc to a number of secondary targets equal to the sea drake's Hit Dice (usually 7) within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt. Once a sea drake has used its ball lightning breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

Capsize — A sea drake can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (sailor) check, whichever is higher.

amphibious

Speed Surge — Three times per day as a swift action, a sea drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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.</p>

Skill Focus from Feat

<p class="stat-block-1"> 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.</p>

Fly +10, Intimidate +9, Perception +10, Stealth +11, Swim +24

Details
Type
Dragon
Alignment
NE
Size
Large
Environment
any coastlines
Organization
solitary, pair, or rampage (3-12)
Treasure
standard
Senses
darkvision 60 ft., low-light vision, scent; Perception +10
Languages
Draconic
Source
Bestiary 2
Sources Used in This Record
4 House/Core
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.