Actions/Abilities/Traits: (OSR)
Special
|Ball Lightning|Breath|Electricity
A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of After it strikes, the ball lightning can arc to 15 secondary targets within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt. Once a sea drake has used its ball lightning breath, it cannot do so again 1d4 rounds.
Special
|Ball Lightning|Breath|Electricity
This creature's melee attack inflicts an additional 1d4 electricity damage.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ball Lightning Breath
(arcane, electricity, evocation) The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 7d6 electricity damage (DC 24 basic 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 basic Reflex save). The sea drake can't use Ball Lightning Breath again for 1d6 rounds.
Ability
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.
Ability
Draconic Frenzy
The sea drake makes one jaws Strike and two tail Strikes in any order.
Ability
Electrified Blood [Reaction]
Circumstance: Trigger: An adjacent creature deals piercing or slashing damage t
(electricity) Trigger: An adjacent creature deals piercing or slashing damage to the sea drake; Effect An arc of electricity courses through the sea drake's blood. The triggering creature takes 1d6 electricity damage.
Ability
Speed Surge
Frequency: three times per day
Effect The sea drake Strides, Flies, or Swims twice.
Offense
Capsize
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +17 [+12/+7], Damage 2d8+9 piercing plus briny wound
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
electricity
paralyzed
sleep
Language
Draconic
Perception
darkvision
scent (imprecise) 30 feet