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Coral Dragon (Adult)

Creature 12 — amphibious, dragon, primal

CrasherAnvilLANDAQUATICAERIALdragonprimalamphibious

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
Draconic Frenzy — The dragon makes two claw Strikes and one tail Strike in any order.
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.
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.
Draconic Momentum — The dragon recharges their Hydraulic Breath whenever they score a critical hit with a Strike.
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.
Grab

WORKS WELL WITH

SnareAQUATIC / LANDA controller that keeps the party bunched together turns the recharging line breath into a near-guaranteed multi-target hit.
SniperAQUATIC / AERIALA ranged attacker can keep pressuring the party while the dragon closes the distance with its long-reach Strikes.
ShadeAQUATICAn ambush predator sharing the same reef terrain can strike from concealment while the dragon holds open-water dominance.

PUNISHES

✖ clumping✖ static positioning✖ low Reflex
Do not pair with another reach-heavy aquatic brute; the party only needs to solve the same positioning problem once.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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