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There is a Legacy version here.

Ancient Sea Dragon

Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of Tian Xia, ready to aid mortal affairs and prove their worth. For some sea dragons, providing assistance in matters of the weather and arcane knowledge is a duty. For others, it's a perk that leads to valuable tributes or delicious meals. Visiting petitioners are all too eager to provide, for it's said that when a sea dragon is pleased, the rain is gentle and plentiful. In contrast, when they're angered, the storm spares none from its fury.

Recall Knowledge - Dragon (Arcana): DC 38
Unspecific Lore: DC 36
Specific Lore: DC 33

Elite | Normal | Weak
Proficiency without Level

Ancient Sea DragonCreature 17

Uncommon Gargantuan Amphibious Arcane Dragon Water 
Source Draconic Codex pg. 160
Perception +13; darkvision, wavesense (imprecise) 60 feet
Languages Common, Draconic, Empyrean, Sussuran, Thalassic
Skills Acrobatics +15, Arcana +9, Athletics +16, Deception +8, Intimidation +10, Nature +11, Society +9, Stealth +15, Survival +9
Str +8, Dex +7, Con +5, Int +3, Wis +5, Cha +4
AC 22 fed by metal; Fort +12, Ref +15, Will +10; +1 status to all saves vs. magic
HP 350; Immunities paralyzed, sleep
Countered by Earth If the sea dragon is targeted by a spell with the earth trait, Liquefy ends and they can't use it until the end of their next turn.Fed by Metal (arcane) When a sea dragon is damaged by a spell or unarmed Strike of a creature with the metal trait, or a metallic weapon, the dragon's scales transform and grant them a +1 item bonus to AC until the start of their next turn.Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 19Vortex (aura, water) 40 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures who don't have the water trait.Liquefy [reaction] (arcane, water) Trigger The dragon takes fire damage; Effect The dragon turns momentarily into water while maintaining their shape. They gain fire resistance 20, including against the triggering effect, until the end of their next turn.
Speed 50 feet, fly 140 feet, swim 70 feet; water walk
Melee [one-action] jaws +15 [+10/+5] (magical, reach 20 feet), Damage 3d12+16 piercing plus hyponatremiaMelee [one-action] claw +15 [+11/+7] (agile, magical, reach 15 feet), Damage 3d10+16 slashing plus GrabMelee [one-action] tail +15 [+10/+5] (reach 25 feet), Damage 3d10+16 bludgeoning plus GrabArcane Innate Spells DC 21; 5th control water, create water (at will); 3rd environmental endurance (self only); Constant (2nd) water walk
Rituals DC 21; 8th control weather (doesn't require secondary casters)
Black Water Breath [two-actions] (arcane, water) The dragon shoots a ball of water that deals 18d6 bludgeoning damage in a 30- foot burst within 60 feet DC 21 basic Reflex save. All nonmagical fire in the radius is extinguished. The dragon can't use Black Water Breath again for 1d4 rounds.Coiling Frenzy [two-actions] The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a third with their tail.Draconic Momentum The dragon recharges their Black Water Breath whenever they score a critical hit with a Strike.Greater Constrict [one-action] 3d10+8 bludgeoning, DC 21Hyponatremia () A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 21 Fortitude save or become sickened 2 as a surge of excess water floods its body. Tidal Wave [three-actions] (arcane, manipulate, water); Frequency once per 10 minutes; Effect The dragon slams their body down, sending a towering wave outward. This wave deals 10d12 bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 21 Reflex save. Structures and unattended objects in the area take full damage with no saving throw.
Critical Success The creature takes no damage but is pushed 30 feet from the dragon.
Success The creature takes half damage and is pushed 60 feet from the dragon.
Failure The creature takes full damage, is pushed 120 feet from the dragon, and falls prone.
Critical Failure As failure, but double damage.

All Monsters in "Dragon, Sea"

NameLevel
Adult Sea Dragon12
Ancient Sea Dragon17
Sea Archdragon20
Young Sea Dragon8

Dragon, Sea

Source Draconic Codex pg. 159
Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of Tian Xia, ready to aid mortal affairs and prove their worth. For some sea dragons, providing assistance in matters of the weather and arcane knowledge is a duty. For others, it’s a perk that leads to valuable tributes or delicious meals. Visiting petitioners are all too eager to provide, for it’s said that when a sea dragon is pleased, the rain is gentle and plentiful. In contrast, when they’re angered, the storm spares none from its fury.

Dragon

Related Groups Dragon, Adamantine, Dragon, Barrage, Dragon, Bog, Dragon, Brine, Dragon, Cinder, Dragon, Cloud, Dragon, Conspirator, Dragon, Coral, 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, 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 Sea Dragon Spellcasters

Sea dragon spellcasters are likely to cast the following spells.

Young Sea Dragon

Arcane Prepared Spells DC 26, attack +18; 3rd feet to fins, haste, wall of wind; 2nd laughing fit, resist energy, water breathing; 1st air bubble, grease, grim tendrils; Cantrips (3rd) detect magic, message, prestidigitation, read aura, shield

Adult Sea Dragon

Arcane Prepared Spells DC 32, attack +24; As young sea dragon, plus 5th mariner’s curse, truespeech, wall of ice; 4th dispelling globe, translocate, vapor form; Cantrips (5th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 32; commune

Ancient Sea Dragon

Arcane Prepared Spells DC 38, attack +30; As adult sea dragon, plus 8th desiccate, disappearance, pinpoint; 7th energy aegis, project image, spell riposte; 6th phantasmal calamity, repulsion, truesight; Cantrips (8th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 38; commune

Sea Archdragon

Arcane Prepared Spells DC 42, attack +34; As ancient sea dragon, plus 10th cataclysm, manifestation; 9th foresight, wrathful storm; Cantrips (10th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 42; commune