SA–Breath Weapon (Su): Line of acid, 120 feet long, every 1d4
rounds; damage 24d4, Reflex half DC 35.
SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere
presence. This ability takes effect automatically (radius 360 ft) whenever the
dragon attacks, charges, or flies overhead. A potentially affected creature (one
with less than 37 HD) that succeeds at a Will save (DC 34) remains immune to
that dragon's frightful presence for one day. On a failure, creatures with 4 or
fewer HD become panicked for 4d6 rounds and those with more than 5 HD become
shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
SA–Spell-Like Abilities: 3/day - darkness (radius 120 ft) and insect
plague; 1/day - plant growth.
SA–Corrupt Water (Sp): Once per day this dragon can stagnate 10 cubic
feet of water, making it become still, foul, and unable to support animal life.
This ability spoils liquids containing water. Magic items (such as potions) and
items in a character's possession must succeed at a Will save (DC 33) or become
fouled.
SA–Charm Reptiles (Sp): 3/day, this dragon can use this ability. It
operates as a mass charm spell that works only on reptilian animals. The
dragon can communicate with any charmed reptiles as though casting a speak
with animals spell.
SQ–Immunities (Ex): Immune to acid, sleep, paralysis.
SQ–Water Breathing (Ex): This dragon can breathe underwater
indefinitely and can freely use its breath weapons, spells, and other abilities
while submerged.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means
(mostly hearing and scent, but also by noticing vibrations and other
environmental clues); this dragon's range is 360 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in
low-light conditions and twice as well in normal light. They also have
darkvision (range 1200 feet).
Spells Known (cast 6/8/8/7/7/7/7/4; as a level 15 sorcerer): 0–detect
magic, resistance, detect poison, read magic, dancing
lights, ghost sound, mage hand, open/close, mending;
1–endure elements, mage armor, shield, true strike,
charm person; 2–bull's strength, cat's grace, blur,
endurance, fog cloud; 3–haste, dispel magic, protection
from elements, slow; 4–dimension door, improved
invisibility, detect scrying, confusion; 5–cloudkill,
dominate person, summon monster V, teleport; 6–greater
dispelling, disintegrate, programmed image; 7–spell
turning, greater scrying.
Sensen is a great wyrm that lives on Eha Ayshnekht, ruling the vast swamp of that island. Worshipped as a god by the lizard folk and the saurials, Sensen forces the saurials to sacrifice members of their tribes to him once per year or he rises forth from the swamp and destroys their villages.