Sea Drake
Creature 6 — amphibious, dragon, water
Pre-Remaster content. May include legacy alignment.
CrasherSniperLANDAERIALAQUATICdragonwater
Long and slender, sea drakes have fins down the length of their backs and webbing between their talons, making them just as adapted for gliding through ocean waves as the skies above. More solitary than most drakes, they hunt and live alone. Although most sea drakes make their roosts high on ocean-facing cliffs, it isn't unheard of for them to dwell in underwater caves, living entirely aquatic lives. Distant cousins to dragons, drakes menace and terrorize settlements.
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +14; darkvision, scent (imprecise) 30 feet
Languages draconic
Skills acrobatics +14, athletics +16, stealth +12
Str
+6
Dex
+2
Con
+4
Int
-1
Wis
+2
Cha
+0
AC 24
Fort +16
Ref +14
Will +12
HP 95
Immunities electricity, paralyzed, sleep
Speed 15 feet, fly 40 feet, swim 50 feet
Offense
Melee Jaws (unarmed) +17, Damage 2d8+9 piercing plus Briny Wound
Melee Tail (agile, reach-10) +17, Damage 2d6+9 bludgeoning
Abilities
Electrified Blood (electricity) —
Ball Lightning Breath (arcane, electricity) — The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 7d6 electricity damage (DC 24 Reflex save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 22 Reflex save).
The sea drake can't use Ball Lightning Breath again for 1d6 rounds.
The sea drake can't use Ball Lightning Breath again for 1d6 rounds.
Briny Wound — A sea drake's saliva carries a large quantity of salt, making its bite wounds even more painful. When a creature takes damage from a sea drake's jaws Strike, the creature must attempt a DC 24 Fortitude save; the creature is then temporarily immune to briny wound for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Sickened 1.
Failure The creature is Sickened 2.
Critical Failure The creature is Sickened 2 and Slowed 1 as long as it's sickened.
Critical Success The creature is unaffected.
Success The creature is Sickened 1.
Failure The creature is Sickened 2.
Critical Failure The creature is Sickened 2 and Slowed 1 as long as it's sickened.
Capsize (attack) — The drake tries to capsize an adjacent aquatic vessel of its size or smaller. The drake must succeed at an Athletics check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the drake) or the pilot's Sailing Lore DC, whichever is higher.
Draconic Frenzy — The sea drake makes one jaws Strike and two tail Strikes in any order.
Speed Surge — Frequency three times per day
Effect The sea drake Strides, Flies, or Swims twice.
Effect The sea drake Strides, Flies, or Swims twice.
WORKS WELL WITH
AnvilLAND / AERIAL / AQUATICAnvil anchors a position while the drake circles for optimal breath weapon placement.
FlankerLAND / AERIAL / AQUATICFlanker harasses isolated targets the drake's arcing breath weapon cannot efficiently reach.
WeaverLAND / AERIAL / AQUATICWeaver clusters enemies together so ball lightning arcs between multiple targets.
PUNISHES
✖ clumping✖ melee reliance✖ low Fortitude✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Sea Drake in the encounter builder — free, no install.
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