Sea Drake: Stormbringer of the Deep
“Meet the Sea Drake: The Ocean’s Deadliest Predator That Can Capsize Ships and Unleash Electrifying Destruction!”
The Sea Drake is a massive, 14-foot-long aquatic beast, covered in shimmering blue-green scales that reflect the light of the ocean’s surface. Its arms serve as both wings and flippers, giving it the dual ability to fly through the air and glide swiftly through water. It has a serpentine body with a powerful tail, sharp fins, and glowing, predatory eyes. With electricity coursing through its body, its bite crackles with energy, and its signature attack is a ball of lightning that strikes and arcs across multiple targets.
Sea Drakes are fiercely solitary, preferring to hunt alone in coastal waters where their prey is plentiful. However, when they form hunting packs, called rampages, they become a terror to sailors and coastal communities, capsizing ships and attacking larger prey. These cunning creatures spend most of their time submerged, prowling through shallow waters near cliffs and rocky shores.
Their modus operandi is to ambush from beneath, using their stealth and speed to catch unsuspecting prey. They can charge at ships to capsize them or swoop from the air, electrifying their targets with a breath of lightning.
While less intelligent than true dragons, Sea Drakes are motivated by territorial instincts and hunger, often driven by a primal need to protect their hunting grounds or feast on anything that crosses their path, from sea creatures to human vessels. Their violent nature makes them one of the most feared predators along coastlines.
Sea Drake 5e
Sea Drake Pathfinder
Sea Drake
Large Dragon (Aquatic), Neutral Evil
Armor Class 18 (Natural Armor)
Hit Points 136 (16d10 + 48)
Speed 30 ft., fly 60 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 17 (+3) | 8 (-1) | 12 (+1) | 10 (+0) |
Saving Throws Dex +7, Con +7, Wis +5
Skills Perception +8, Stealth +7, Athletics +9
Damage Immunities Lightning
Senses Darkvision 120 ft., Passive Perception 18
Languages Draconic
Challenge 9 (5,000 XP)
Traits
Amphibious. The Sea Drake can breathe air and water.
Keen Smell. The Sea Drake has advantage on Wisdom (Perception) checks that rely on smell.
Lightning Surge (Recharge 5-6). The Sea Drake can draw on its draconic heritage for a burst of energy, taking an additional action on its turn.
Actions
Multiattack. The Sea Drake makes two attacks: one with its bite and one with its tail slap.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 5) piercing damage plus 9 (2d8) lightning damage.
Tail Slap. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Ball Lightning (Recharge 5-6). The Sea Drake exhales a ball of lightning at a target within 90 feet. The lightning arcs to other creatures within 20 feet of the target, up to 5 additional targets.
Primary Target: The primary target must make a DC 15 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much on a success.
Secondary Targets: Each creature within 20 feet of the primary target must make a DC 15 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much on a success.
Capsize. The Sea Drake can attempt to capsize a boat of Large size or smaller by swimming beneath it and using a bonus action to make a Strength (Athletics) check contested by the captain’s Dexterity (Water Vehicles) check. On a success, the boat flips over.
Legendary Actions
The Sea Drake can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Sea Drake regains spent legendary actions at the start of its turn.
- Detect. The Sea Drake makes a Wisdom (Perception) check.
- Tail Attack. The Sea Drake makes a tail slap attack.
- Storm Surge (Costs 2 Actions). The Sea Drake summons a surge of seawater and lightning in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 18 (4d8) lightning damage and 18 (4d8) bludgeoning damage on a failed save, or half as much on a successful one.
Tactics
The Sea Drake is a hit-and-run predator, favoring its aquatic environment for ambush tactics. It uses Stealth to close in on its prey, often approaching from beneath or above before striking with its Bite and Ball Lightning. In combat, it prefers to soften up multiple targets with its Ball Lightning attack before swooping in for devastating melee blows.
The Sea Drake makes tactical use of its Lightning Surge, allowing it to unleash an additional attack or capsize boats. When outnumbered, it may flee into deeper waters, regroup, and strike again from the shadows. Its legendary actions allow it to remain reactive, keeping up pressure on enemies and controlling the battlefield with its Storm Surge.
Sea Drake
Not quite sea serpent or dragon, this vicious beast is covered with shiny blue-green scales. Its arms serve as both wings and flippers.
Sea Drake CR 6
XP 2,400
NE Large dragon (aquatic)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 73 (7d12+28)
Fort +9, Ref +9, Will +5
Immune electricity, paralysis, sleep
OFFENSE
Speed 20 ft., fly 60 ft. (average), swim 60 ft.
Melee bite +12 (1d8+6 plus 1d6 electricity), tail slap +7 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks ball lightning breath, capsize
STATISTICS
Str 23, Dex 15, Con 18, Int 8, Wis 10, Cha 9
Base Atk +7; CMB +14; CMD 26
Feats Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
Skills Fly +10, Intimidate +9, Perception +10, Stealth +11, Swim +24
Languages Draconic
SQ amphibious, speed surge
SPECIAL ABILITIES
Ball Lightning Breath (Su)
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 100 feet, and deals 6d6 points of electricity damage (DC 17 Reflex half) to the primary target. After it strikes, the ball lightning can arc to a number of secondary targets equal to the sea drake’s Hit Dice (usually 7) 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 for 1d6 rounds. The Reflex save is Constitution-based.
Capsize (Ex)
A sea drake can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.
Speed Surge (Ex)
Three times per day as a swift action, a sea drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
ECOLOGY
Environment any coastlines
Organization solitary, pair, or rampage (3–12)
Treasure standard
While obviously the product of draconic inbreeding, the heritage of sea drakes is less clear than that of other drakes. Among the strongest of the drakes, sea drakes still lack the mental acuity of their true dragon forebears, though they remain as brutally cunning as other drakes. Although amphibious, sea drakes spend the majority of their time in shallow coastal waters.
Sea drakes are up to 14 feet long from their noses to the tips of their powerful tails. They weigh 2,000 pounds.
The most solitary of all drakes, sea drakes prefer to hunt alone. Occasionally, however, they band together in packs to hunt larger prey. Such rampages can be a significant danger to coastal shipping.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.