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Coral Archdragon

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 a coral dragon often find the creature easily swayed by flattery, particularly when paired with shiny or brightly colored gifts that complement the scintillating beauty of the dragon and their underwater domain.

Recall Knowledge - Dragon (Arcana): DC 47
Unspecific Lore: DC 45
Specific Lore: DC 42

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Coral ArchdragonCreature 22

Rare Gargantuan Amphibious Dragon Primal 
Source Draconic Codex pg. 54
Perception +40; darkvision, wavesense (imprecise) 60 feet
Languages Common, Draconic, Thalassic
Skills Acrobatics +36, Athletics +38 (+42 to Swim), Diplomacy +42, Intimidation +42, Nature +38, Society +34, Stealth +38 (+42 in coral reefs), Survival +40
Str +10, Dex +6, Con +7, Int +6, Wis +6, Cha +7
AC 47; Fort +40, Ref +35, Will +36; +2 status to all saves vs. primal
HP 430; Immunities dazzled, paralyzed, sleep
Kaleidoscopic Display (aura, visual) 90 feet. The coral formations covering the dragon's body shimmer with vivid colors, overwhelming the senses. Any creature entering or beginning its turn in the aura must attempt a DC 44 Will save. Regardless of 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 48 Fortitude save. After 24 hours, the dragon becomes drained 1; their drained value increases by 1 every 24 hours.If the dragon's reef suffers significant physical 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.Biomineralize [reaction] Trigger The dragon takes a critical hit from a melee weapon without reach or an unarmed attack that deals slashing or piercing damage; Effect A gout of blood spurts from the dragon's wound and instantaneously calcifies into a jagged branch of sharpened coral. The coral branch impales the triggering creature, dealing 10d6 piercing damage (DC 46 basic Reflex save). The triggering creature also takes 1d4 persistent bleed damageon a critical failure. Regardless of the outcome, the coral then crumbles to dust.
Speed 60 feet, fly 80 feet, swim 140 feet
Melee [one-action] jaws +42 [+37/+32] (magical, reach 20 feet), Damage 4d12+2+18 piercing plus Improved GrabMelee [one-action] claw +42 [+38/+34] (agile, magical, reach 15 feet), Damage 4d8+2+18 slashingMelee [one-action] tail +40 [+35/+30] (magical, reach 25 feet), Damage 4d10+2+18 bludgeoning plus Improved KnockdownDraconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum The dragon recharges their Hydraulic Breath whenever they score a critical hit with a Strike.Hydraulic Breath [two-actions] (primal, water) The dragon exhales a pressurized jet of water that deals 22d6 bludgeoning damage in a 140-foot line (DC 46 basic 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 [two-actions] (primal) Frequency once per day; Effect The dragon calls upon primal forces of the sea to encase themself in an impenetrable shell of protective coral, gaining 80 temporary Hit Points and resistance 15 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 [two-actions] (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 12 willing creatures who are touching the reef, into an extradimensional space where they 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 their reef, regardless of distance.

All Monsters in "Dragon, Coral"

NameLevel
Coral Archdragon21

Dragon, Coral

Source Monster Core 2 pg. 120
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 a coral dragon often find the creature easily swayed by flattery, particularly when paired with shiny or brightly colored gifts that complement the scintillating beauty of the dragon and their underwater domain.

Dragon

Related Groups Dragon, Adamantine, Dragon, Barrage, Dragon, Bog, Dragon, Brine, Dragon, Cinder, Dragon, Cloud, Dragon, Conspirator, Dragon, Crystal, Dragon, Delight, Dragon, Despair, Dragon, Diabolic, Dragon, Empyreal, Dragon, Executor, Dragon, Forest, Dragon, Fortune, Dragon, Horned, Dragon, Magma, Dragon, Mirage, Dragon, Mocking, Dragon, Oath, Dragon, Omen, Dragon, Phase, Dragon, Requiem, Dragon, Resurrection, Dragon, Rime, Dragon, Rune, Dragon, Sage, Dragon, Sea, Dragon, Sky, Dragon, Sovereign, Dragon, Stormcrown, Dragon, Time, Dragon, Umbral, Dragon, Underworld, Dragon, Vizier, Dragon, Vorpal, Dragon, Wailing, Dragon, Whisper, Dragon, Wish, Dragonet, Wyrmwraith
Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.

Draconic Spellcasters

Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.

No Icon Alternate Abilities

Some coral dragons can raise massive watery tentacles from the seas around them to pummel or grapple their foes. To make a dragon with this ability, replace Draconic Frenzy with the following.

Grasping Waves [two-actions] (primal, water) The dragon conjures five watery tentacles from unoccupied water-filled squares of their choice within 30 feet and attempts a single Athletics check against the Fortitude DC of every creature adjacent to a tentacle and no more than 10 feet above the water’s surface. On a success, the creature is grabbed (Escape DC equal to the DC of the dragon’s Hydraulic Breath). On a critical success, or a success against a creature already grabbed, the target is dragged below the surface and begins to drown. All tentacles disappear at the end of the dragon’s next turn unless the effect is Sustained and a new Athletics check is rolled for all existing tentacles.

The growths covering a coral dragon’s body can include many different species, some of which produce a potent natural poison. To make a dragon with this ability, replace Biomineralize with the following.

Palytoxin (poison) Any creature who takes damage from the dragon’s jaws, claws, or tail attack, or who Strikes and does damage to the dragon with an unarmed attack, takes 1d6 poison damage (2d6 for ancient and archdragons) and must attempt a Fortitude saving throw (DC equal to the DC of the dragon’s Hydraulic Breath).
Success The creature is unaffected.
Failure The creature’s enfeebled condition increases by 1 until the end of its next turn, to a maximum of 3. If the creature is already enfeebled 3, it becomes drained 1 instead.
Critical Failure As failure, except the creature’s enfeebled condition increases by 2 instead of 1.

The most powerful coral dragons can call upon the innumerable tiny creatures dwelling within their reefs for aid. To make a dragon with this ability, replace an ancient or archdragon’s Reef Armor with the following.

Primal Tide [three-actions] (concentrate, manipulate, water) Requirements The dragon is within the bounds of or no more than 25 feet away from their reef; Frequency once per hour; Effect The dragon calls tens of thousands of tiny marine creatures from the crevices in their reef, which pour over a 50-foot emanation in a clawing, biting, stinging swarm. Every creature in the area that is fully or partially submerged in water must succeed at a basic Reflex saving throw (DC equal to the DC of the dragon’s Hydraulic Breath) or take piercing damage equal to half that dealt by their Hydraulic Breath and an equivalent amount of poison damage. The dragon can specify any number of creatures within the area to be spared. All summoned creatures disperse at the end of the dragon’s turn.