Coral Dragon (Adult, Spellcaster)
Creature 12 — amphibious, dragon, primal
CrasherSnareLANDAERIALAQUATICdragonprimal
Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons stand out for their arrogance and vanity, boasting inordinate pride in the vibrant hues of their own coral-encrusted scales and the dazzling splendor of the reefs they protect. Coral dragons like to decorate their reefs, which they view as lairs, with objects of beauty, dotted with the occasional bit of valuables like coins. Those who seek the favor of
Source: pathfinder-monster-core-2
Perception +22; darkvision, wavesense (imprecise) 60 feet
Languages common, draconic, thalassic
Skills acrobatics +20, athletics +22 (+26 to Swim), diplomacy +26, intimidation +26, nature +21, society +18, stealth +22 (+26 in coral reefs), survival +23
Str
+7
Dex
+2
Con
+5
Int
+3
Wis
+5
Cha
+7
AC 32
Fort +25
Ref +20
Will +21
HP 215
Immunities dazzled, paralyzed, sleep
Speed 30 feet, fly 50 feet, swim 100 feet
Offense
Melee Jaws (magical, reach-15) +26, Damage 3d10+13 piercing plus Grab
Melee Claw (agile, magical, reach-10) +26, Damage 3d6+13 slashing
Melee Tail (magical, reach-20) +24, Damage 3d8+13 bludgeoning plus Knockdown
Abilities
+2 Status to All Saves vs. Primal —
Biomineralize —
Kaleidoscopic Display (aura, visual) — 90 feet. The coral formations covering the dragon's body glow and shimmer with vivid colors, overwhelming the senses and forcing any creature entering or beginning their turn in the aura to attempt a DC 30 Fortitude save. Regardless of the outcome, the creature is temporarily immune to the dragon's kaleidoscopic display for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Dazzled for 1 round.
Failure The creature is Blinded for 1 round.
Critical Failure The creature is blinded for 1 round and dazzled for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Dazzled for 1 round.
Failure The creature is Blinded for 1 round.
Critical Failure The creature is blinded for 1 round and dazzled for 1 minute.
Reef Bond — Every coral dragon is mystically bound to a single living coral reef. If the dragon moves more than 3 miles from their reef, they become Sickened 1 and unable to recover, with the sickened value increasing by 1 every 6 hours unless they succeed at a DC 34 Fortitude save. After 24 hours, the dragon becomes Drained 1; its drained value increases by 1 every 24 hours.
If the dragon's reef suffers significant damage, they immediately become aware of the location where the reef was harmed but not the source or nature of the damage. Should the reef ever be completely destroyed, the dragon is immediately slain.
If the dragon's reef suffers significant damage, they immediately become aware of the location where the reef was harmed but not the source or nature of the damage. Should the reef ever be completely destroyed, the dragon is immediately slain.
Hydraulic Breath (primal, water) — The dragon exhales a pressurized jet of water that deals 13d6 bludgeoning damage in an 100-foot line (DC 32 Reflex save). Creatures that critically fail their Reflex save against the Hydraulic Breath are pushed back 10 feet and knocked Prone. The dragon can't use Hydraulic Breath again for 1d4 rounds.
Reef Meld (extradimensional, primal) — Frequency once per day
Requirements The coral dragon is in physical contact with their bound reef
Effect The dragon physically merges with the reef and vanishes, along with up to four willing creatures, into an extradimensional space where it can neither affect nor be affected by the outside world. The effect lasts indefinitely or until the dragon Dismisses it. Once merged, the dragon can spend 1 minute traveling to and emerging from any point on its reef up to 5 mile away.
Requirements The coral dragon is in physical contact with their bound reef
Effect The dragon physically merges with the reef and vanishes, along with up to four willing creatures, into an extradimensional space where it can neither affect nor be affected by the outside world. The effect lasts indefinitely or until the dragon Dismisses it. Once merged, the dragon can spend 1 minute traveling to and emerging from any point on its reef up to 5 mile away.
Grab —
Primal Prepared Spells DC 32, attack +24
6th Petrify
5th Chameleon Coat, Control Water, Mariner's Curse
4th Hydraulic Torrent, Mirage, Vapor Form
3rd Aqueous Orb, Crashing Wave (×2), Slow
2nd Mist, Water Breathing, Water Walk
1st Air Bubble, Create Water, Tailwind
Cantrips (6th) Detect Magic, Know the Way, Prestidigitation, Spout, Stabilize
WORKS WELL WITH
FlankerAQUATIC / LANDA mobile striker can flank targets the color display has left dazzled and unable to track threats effectively.
ShadeAQUATICAn ambush partner sharing the same waters can strike from concealment while the line breath keeps the party's attention forward.
PUNISHES
✖ clumping✖ ranged reliance
This creature is bound to its reef and cannot be lured far from its home waters, so it does not pair well with encounters staged away from that habitat.
Works well with · Punishes · Pairing advice
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