Elemental Water Dragon

This creature resembles a massive dragon composed entirely of water. Its wings slosh and drip water as it moves them. Its great mouth opens into a maw of inky darkness. Water drips from its fangs.
 

Elemental Water Dragon (CR 18)

Huge Outsider (Elemental, Extraplanar, Water)
Alignment: Neutral Evil
Initiative: +3
Senses: Darkvision 60 feet; Perception +28
  Speed: 40 feet, Fly 100 feet (poor), Swim 90 feet
Space: 15 feet
 

Defense

Armor Class: 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, -2 size)
Hit Points: 252 (24d10+120)
Saving Throws: Fort +13, Ref +17, Will +15
water mastery
Damage Reduction: 10/magic and silver
Immunity: elemental traits
 

Offense

Melee: bite +32 (2d8+13), 2 claws +32 (2d6+9), 2 wings +29 (1d8+9), tail slap +29 (2d6+13)
Reach: 10 feet (15 feet with bite)
  Special Attacks: Breath Weapon (50 ft. cone, DC 29, 14d8 fire), Capsize, drench
  Spell-Like Abilities (CL 12th):

Statistics

StrDexConIntWisCha
29 (+9) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 10 (+0)
Base Attack Bonus: +24
CMB +35
CMD 51 (55 vs. Trip)
  Feats: Ability Focus (breath weapon), Blind-Fight, Cleave, Fly-by Attack, Great Cleave, Hover, Multiattack, Snatch, Vital Strike, Weapon Focus (bite), Weapon Focus (claw)
  Skills: Fly +21, Intimidate +27, Knowledge (nature) +27, Knowledge (planes) +27, Perception +28, Survival +28, Swim +21
  Languages: Aquan, Common
  Special Qualities: transparency

 

Special Abilities

Breath Weapon (Su)

The breath weapon of an elemental water dragon is a 50 ft. cone of superheated steam. This breath weapon is effective both on the surface and underwater.

Capsize (Ex)

An elemental water dragon can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain's Profession (sailor) check, whichever is higher. For each size category larger than the elemental water dragon's size, it takes a cumulative -10 penalty on this CMB check.

Drench (Ex)

The elemental water dragon's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Water Mastery (Ex)

An elemental water dragon gains a +1 bonus on attack and damage rolls if both it and its foes are touching water. If the opponent or elemental water dragon is touching the ground, the elemental water dragon takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Transparency (Ex)

When submerged, an elemental water dragon is effectively invisible (DC 35 Perception check when near the surface only) until it attacks.
 

Ecology

Environment: Any, Plane of Water
Organization: solitary
Treasure: double standard

  From the Plane of Water comes the elemental water dragon (also called water wyrm by some sages). They make their homes in the deep oceans of the Material Plane and are rarely found far away from large expanses of water. An elemental water dragon is composed entirely of water and commands respect from the more intelligent sea creatures as well as those humanoids that ply their trade upon the waters.
  Elemental water dragons are evil and take great pleasure in demanding sacrifice from those that dare enter their realm. If the sacrifice placates the dragon, it lets the creature pass unabated; otherwise, it attacks with all of its might and most often destroys those that offend it or fail to appease its desires. Water dragons take great pleasure in capsizing and sinking ships. Particularly evil water dragons may accept a sacrifice and then sink the ship of those that crossed its path anyway.
  On occasion, a group of skum or other evil aquatic creatures can be found allied with an elemental water dragon, but this alliance is usually short-lived and often shaky. It generally ends with the elemental water dragon feeding on its former allies. Elemental water dragons prefer to fight in or near water where they can use their transparency and water mastery abilities to full advantage. They prefer to attack from ambush, often lying in wait for their opponents and then springing from the waves to assault their foes.
  Copyright Notice Author Scott Greene.

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