Sea Dragons are an aquatic variant of their more famous cousins. While flightless and somewhat smaller on average than normal wyrms, sea dragons are still formidable opponents, especially in their element.
Sea dragons can breathe water or air. They suffer no ill effects from being on land, but they prefer the open water for maneuverability. They are intelligent and most speak at least one land-dweller language. Their cruelty and hunger makes conversations unlikely, though.
Sea dragons hoard treasure. While some will travel onto land to acquire it, most prefer to sink ships and take from the cargo once it slips beneath the waves. Many sea dragons make their lairs inside the hulls of sunken vessels. Sea dragons tend to prefer stretches of coastline instead of the open water. Perhaps the great ocean wyrms are too much of a risk.
A common tactic is for the beast to lie in wait below the surface until a ship passes overhead, then it bursts upward, destroying the rudder before clambering up onto the decks. Once aboard, the dragon smashes the masts and rigging as it breathes its poison on the crew. When the ship is helpless, the creature dives back into the water and shoves the ship onto the rocks. There it smashes the hull or lets the waves do it.
ACC 2 (Bite)
COM 0
CON 8 (Stamina)
DEX 2
FTG 4 (Claws, Tail Bash)
INT 0
PER 1 (Seeing, Hearing)
STR 7 (Intimidation, Might)
WIL 4 (Courage)
SPEED HEALTH DEFENSE AR
6(15 swim) 120 12 7
Weapon Attack Roll Damage
Bite +4 2d6+7
Claw +6 1d6+7
Tail Bash +6 1d6+7
FAVORED STUNTS:
Mighty Blow (1SP), Tail Bash (2SP), Lethal Blow (4SP), Pierce Armor (1SP)
- Large & in Charge
- Buffet (minor)
- Deadly (-1 SP Lethal Blow, Mighty Blow, and Pierce Armor)
- Tough Hide (7 AR)
- Aquatic
- Breath Weapon: Twice a day, the sea dragon can breathe a toxic mist in a cloud 8 yards long and 4 yards wide. Anyone caught within the cloud must make a CON (Stamina) TN 15 roll to hold their breath or the poison slows and partially paralyzes them. Victims suffers a –3 penalty to Dexterity, Fighting, and Accuracy until the end of the encounter. The poison works underwater as well, but only on creatures breathing the water. For instance, a submerged PC using magic to breathe is affected, but one using a hollow reed is not.