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Coral Dragon (Ancient, Spellcaster)

Creature 17 (uncommon) — amphibious, dragon, primal

AnvilSnareLANDAQUATICAERIALdragonprimalamphibious

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 +32; darkvision, wavesense (imprecise) 60 feet
Languages common, draconic, thalassic
Skills acrobatics +28, athletics +30 (+34 to Swim), diplomacy +34, intimidation +34, nature +30, society +26, stealth +30 (+34 in coral reefs), survival +31
Str
+9
Dex
+5
Con
+6
Int
+5
Wis
+5
Cha
+6
AC 39 Fort +32 Ref +27 Will +28
HP 315
Immunities dazzled, paralyzed, sleep
Speed 50 feet, fly 60 feet, swim 120 feet

Offense

Melee Jaws (magical, reach-20) +34, Damage 3d12+17 piercing plus Improved Grab
Melee Claw (agile, magical, reach-15) +34, Damage 3d8+17 slashing
Melee Tail (magical, reach-25) +32, Damage 3d10+17 bludgeoning plus Improved 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 36 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 40 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.
Hydraulic Breath (primal, water) — The dragon exhales a pressurized jet of water that deals 18d6 bludgeoning damage in an 120-foot line (DC 38 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 Armor (primal) — Frequency once per day
Effect The dragon encases themself in an shell of protective coral, gaining 50 temporary Hit Points and resistance 10 to piercing and slashing damage until the temporary Hit Points are depleted. The effect lasts for 1 minute, until destroyed, or until the dragon Dismisses the effect.
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 eight 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 10 mile away.
Improved Push
Primal Prepared Spells DC 38, attack +30
8th Desiccate, Moment of Renewal
7th Regenerate, Unfettered Pack
6th Petrify
5th Chameleon Coat, Control Water, Mariner's Curse
4th Hydraulic Torrent (×2), Mirage, Vapor Form
3rd Aqueous Orb, Crashing Wave (×3), Slow (×2)
2nd Mist, Water Breathing, Water Walk
1st Air Bubble, Create Water, Tailwind
Cantrips (8th) Detect Magic, Know the Way, Prestidigitation, Spout, Stabilize

WORKS WELL WITH

SniperLAND / AQUATIC / AERIALA ranged attacker keeps dealing damage while allies are repeatedly pushed out of melee range, avoiding the repositioning downtime the push causes.
FlankerLAND / AQUATICA mobile flanker can reposition quickly to regain Off-Guard advantage after being pushed away, unlike slower melee allies caught by the dragon's push.
WeaverLAND / AQUATIC / AERIALA caster stacking Will-based debuffs compounds the pressure from the dragon's dazzling aura, spreading save fatigue across multiple rounds.

PUNISHES

✖ clumping✖ low Will✖ melee reliance
Avoid pairing with another huge reach-based Anvil; overlapping threatened zones offer diminishing tactical returns.
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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