Size:
Type:
Dragon
Form:
Temper:
# App:
0 (1-4)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
180
Climb/Arboreal:
Flight:
180' (60') (glide)
Swim:
180' (60')
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(BECMI)
Actions/Abilities/Traits: (BECMI)
Action
1 bite or 1 spit
3-24

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
unknown
unknown

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
Action
bite
1 * bite (3d8) or breath
Special
Behaviour
Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.
Special
Pride
Dragons are immensely proud creatures and will always listen to flattery.
Special
Attack pattern
A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
Special
Breath weapon
Can be used up to three times per day. All caught in the area suffer damage equal to the dragon's current hit points (save versus breath for half). Shapes of breath weapon:
Special
Cloud
50' long, 40' wide, 20' high.
Special
Cone
2' wide at the mouth, 30' wide at far end.
Special
Line
5' wide along whole length.
Special
Energy immunity
Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
Special
Language and spells
Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).
Special
Sleeping
The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
Special
Subduing
Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.
Special
Age
The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
Special
Lairs
A dragon's treasure is always kept in its well-hidden lair and is seldom unguarded.
Special
Breath weapon
Poison spittle, 100' range, 20' diameter. Save versus breath or die. (Poison is harmless after 1 round.)
Special
Language and spells
20%; 3 * 1st level, 3 * 2nd level.
Special
Sleeping
30%.
Special
Gliding
Leap out of the water and glide for up to 6 rounds.

Actions/Abilities/Traits:
(Pathfinder 2e) (Adult Sea Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Adult Sea Dragon)
Ability
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 32; 2nd create water (at will), endure elements (self only); Constant (2nd) water walk
Ability
Breath Weapon
(arcane, evocation, water) The dragon shoots a ball of water that deals 13d6 bludgeoning damage in a 25-foot burst within 50 feet (DC 32 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for 1d4 rounds.
Ability
Coiling Frenzy
The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target.
Ability
Countered by Earth
If the sea dragon is targeted with an earth spell or flesh to stone, they lose Liquefy until the end of their next turn.
Ability
Draconic Momentum
The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
Ability
Fed by Metal
(arcane, transmutation) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 30
Ability
Greater Constrict
3d8+6 bludgeoning, DC 30
Ability
Hyponatremia
(water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 32 Fortitude save or become sickened 1 as a surge of excess water floods its body.
Ability
Liquefy [Reaction]
Circumstance: Trigger: The dragon is targeted by a Strike or spell that could d
The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 20 to fire and to all physical damage.
Ability
Rituals
DC 32; 8th control weather (doesn't require secondary casters)
Ability
Vortex
(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 which don't have the water trait.
Offense
Melee
Circumstance: combat round (melee)
jaws +26 [+21/+16] (magical, reach 15 feet), Damage 3d10+12 piercing plus hyponatremia
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
paralyzed
sleep
Language
Aquan
Auran
Common
Draconic
Elven
Perception
darkvision
wavesense (imprecise) 60 feet

Actions/Abilities/Traits:
(Pathfinder 2e) (Ancient Sea Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Ancient Sea Dragon)
Ability
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 38; 5th control water, create water (at will); 3rd endure elements (self only); Constant (2nd) water walk
Ability
Breath Weapon
(arcane, evocation, water) The dragon shoots a ball of water that deals 18d6 bludgeoning damage in a 30-foot burst within 60 feet (DC 38 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for 1d4 rounds.
Ability
Coiling Frenzy
The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target.
Ability
Countered by Earth
If the sea dragon is targeted with an earth spell or flesh to stone, they lose Liquefy until the end of their next turn.
Ability
Draconic Momentum
The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
Ability
Fed by Metal
(arcane, transmutation) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 36
Ability
Greater Constrict
3d10+8 bludgeoning, DC 38
Ability
Hyponatremia
(water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 38 Fortitude save or become sickened 2 as a surge of excess water floods its body.
Ability
Liquefy [Reaction]
Circumstance: Trigger: The dragon is targeted by a Strike or spell that could d
The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 25 to fire and to all physical damage.
Ability
Rituals
DC 38; 8th control weather (doesn't require secondary casters)
Ability
Tidal Wave
Circumstance: The dragon is in a body of water at least as large as they are;
Frequency: once per 10 minutes
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 38 Reflex save. Structures and unattended objects in the area take the full amount of 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.
Ability
Vortex
(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 which don't have the water trait.
Offense
Melee
Circumstance: combat round (melee)
jaws +34 [+29/+24] (magical, reach 20 feet), Damage 3d12+16 piercing plus hyponatremia
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
paralyzed
sleep
Language
Aquan
Auran
Celestial
Common
Draconic
Elven
Perception
darkvision
wavesense (imprecise) 60 feet

Actions/Abilities/Traits:
(Pathfinder 2e) (Young Sea Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Young Sea Dragon)
Ability
Arcane Innate Spells
DC 26; 2nd endure elements (self only); 1st create water (at will); Constant (2nd) water walk
Ability
Breath Weapon
(arcane, evocation, water) The dragon shoots a ball of water that deals 9d6 bludgeoning damage in a 20-foot burst within 40 feet (DC 26 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for 1d4 rounds.
Ability
Coiling Frenzy
The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target.
Ability
Constrict
2d8+6 bludgeoning, DC 26
Ability
Countered by Earth
If the sea dragon is targeted with an earth spell or flesh to stone, they lose Liquefy until the end of their next turn.
Ability
Draconic Momentum
The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
Ability
Fed by Metal
(arcane, transmutation) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 24
Ability
Hyponatremia
(water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 26 Fortitude save or become sickened 1 as a surge of excess water floods its body.
Ability
Liquefy [Reaction]
Circumstance: Trigger: The dragon is targeted by a Strike or spell that could d
The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 15 to fire and to all physical damage.
Offense
Melee
Circumstance: combat round (melee)
jaws +20 [+15/+10] (reach 10 feet), Damage 2d10+11 piercing plus hyponatremia
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
paralyzed
sleep
Language
Aquan
Common
Draconic
Perception
darkvision
wavesense (imprecise) 60 feet