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PFS StandardAncient Sea Dragon

Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.

Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty.

Recall Knowledge - Dragon (Arcana): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

Ancient Sea DragonCreature 17

Legacy Content

Rare CG Gargantuan Amphibious Dragon Water 
Source Bestiary 3 pg. 78
Perception +30; darkvision, wavesense (imprecise) 60 feet
Languages Aquan, Auran, Celestial, Common, Draconic, Elven
Skills Acrobatics +32, Arcana +26, Athletics +33, Deception +25, Intimidation +27, Nature +28, Society +26, Stealth +32, Survival +26
Str +8, Dex +7, Con +5, Int +3, Wis +5, Cha +4
AC 41 fed by metal; Fort +29, Ref +32, Will +27; +1 status to all saves vs. magic
HP 350; Immunities paralyzed, sleep
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.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.Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 36Vortex (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.Liquefy [reaction] (abjuration, arcane, water) Trigger The dragon is targeted by a Strike or spell that could deal fire or physical damage to them; Effect 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.
Speed 50 feet, fly 140 feet, swim 70 feet; water walk
Melee [one-action] jaws +34 [+29/+24] (magical, reach 20 feet), Damage 3d12+16 piercing plus hyponatremiaMelee [one-action] claw +34 [+30/+26] (agile, magical, reach 15 feet), Damage 3d10+16 slashing plus GrabMelee [one-action] tail +34 [+29/+24] (magical, reach 25 feet), Damage 3d10+16 bludgeoning plus GrabArcane Innate Spells DC 38; 5th control water, create water (at will); 3rd endure elements (self only); Constant (2nd) water walk
Rituals DC 38; 8th control weather (doesn't require secondary casters)
Breath Weapon [two-actions] (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.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 automatically Grabs the target.Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.Greater Constrict [one-action] 3d10+8 bludgeoning, DC 38Hyponatremia (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.Tidal Wave [three-actions] (arcane, evocation, manipulate, water) Frequency once per 10 minutes; Requirements The dragon is in a body of water at least as large as they are; 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 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.

All Monsters in "Dragon, Sea"

NameLevel
Adult Sea Dragon12
Ancient Sea Dragon17
Young Sea Dragon8

Dragon, Sea

Source Bestiary 3 pg. 77
Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.

Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty

Dragon, Imperial

Related Groups Dragon, Forest, Dragon, Sky, Dragon, Sovereign, Dragon, Underworld
Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.

Draconic Cycles

Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.

Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon—linked to wood—feeds fire, is fed by water, counters earth, and is countered by metal.

Shape-Changing Dragons

Imperial dragons are the most likely (and willing) of Golarion's dragons to take humanoid forms. The vast majority of them have the following ability, with the tradition trait matching the dragon's innate spells:

Change Shape [one-action] (concentrate, polymorph, transmutation) The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change their Speed or attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning).

Imperial Dragon Spellcasters

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

Imperial Dragons On Golarion

Imperial dragons are rarely spotted beyond Tian Xia, where some establish territories to amass power, while others follow their natural affinity to seek a place of comfort.

Sidebar - Advice and Rules Sea Dragon Spellcasters

Sea dragon spellcasters tend to cast the following spells.

Young Sea Dragon

Arcane Prepared Spells DC 26, attack +19; 3rd feet to fins, haste, wall of wind; 2nd hideous laughter, 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 +26; As young sea dragon, plus 5th mariner's curse, tongues, wall of ice; 4th dimension door, gaseous form, resilient sphere; Cantrips (5th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 32; commune with nature

Ancient Sea Dragon

Arcane Prepared Spells DC 38, attack +33; As adult sea dragon, plus 8th disappearance, discern location, horrid wilting; 7th energy aegis, project image, spell turning; 6th phantasmal calamity, repulsion, true seeing; Cantrips (8th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 38; commune with nature

Sidebar - Additional Lore Unexpected Homes

Sea dragons, despite their friendliness, don't like to share their territory. The youngest and weakest sea dragons are often ousted by older and stronger opponents from even the smallest ponds. In desperation, these dragons sometimes take up residence in wells and cisterns, much to the shock of unsuspecting villagers.

Sidebar - Related Creatures Weixiyuan

Sailors who brave the treacherous Valashmai Sea tell of the ancient sea dragon Weixiyuan, who rules the pristine waters bordering the monster-infested straits. Weixiyuan has been known to aid good-hearted voyagers who run into trouble near his territory. Though, powerful as he is, even he prefers not to enter the dangerous waters of the Valashmai Sea itself