This sea-green creature lives in all depths of the ocean, immune to changes in water pressure from some inborn magical ability.
Although it cannot breathe air, it can take great draughts of water in its lungs to enable it to "hold its breath" out of the water for 10 rounds at a time, though it cannot then bite.
Almost all aquatic dragons are capable of speaking, being intelligent; very few of them use magic, however, because of the difficulty in acquiring spell books and scrolls underwater. A spell-using dragon of this type often has as its lair a cavern with a chamber filled with air to preserve books and papers. Magical items of interest to aquatic dragons are those which enable their users to go without breathing or which are normally regarded by airbreathers as cursed, because they fill the lungs of the user with water. These items enable an aquatic dragon to conduct extended plundering and hunting forays on the land of coastal areas. As for spells, the dragon gains a 1st-level magic-user spell the first two stages of its life, a 2ndlevel spell for each of the next two, a 3rdlevel spell for each of the two after that, and one 4th-level spell for each of the last two life stages.
The entrances of aquatic dragon lairs are tangled in seaweed, one strand of which is often tied to the beast's tail when it is asleep, thus awakening the dragon with its movement when someone tries to enter. Consequently, it is difficult at best to catch an aquatic dragon napping.
Additionally, these dragons are immune to the effects of strangle weed, as their neck muscles and pressure-resistant bodies are so strong, so they often use this plant in their lairs as well.
Aquatic dragons gain +2 to their saving throws vs. water-based attacks, +1 to their saving throws vs. fire-based attacks, and have a -2 penalty to their saving throws vs. electrical attacks. These same values also apply to their chances to be struck in combat by creatures using these powers (such as elementals) and to the number of hit points taken per hit die of damage from such effects. Thus, an attack by a lightning quasi elemental would do +2 hp/HD damage and have a +2 bonus to hit.
Looks good. I imagine characters familiar with the attack rushing to get out of the water before the shock strikes.![]()
You beat me to finding it, though I might have suggested the titan instead... This looks right, though I think the description in the dragon's text would make it Su and maybe remove the 1 mile limit. We might mention that it is due to innate magic to justify the Su.I think we did pressure tolerance for another conversion. Any ideas?
Edit: Found it...
Water Pressure Tolerance (Ex): Sea giants take no damage from water pressure at depths of less than 1 mile (see Water Dangers in the Dungeon Master's Guide).
Ok, w/o a special ability, x=2. How about 4?Modify the usual hold breath ability?
Hold Breath (Ex): An aquatic dragon can hold great draughts of water in its lungs. It may do so for a number of rounds equal to x times its Constitution score. If out of water at that time, it risks drowning.
I agree, but, to keep the intent of the original, it might be good to go with a slower CL progression. That's why I mentioned copper upthread.It sounds to me that the only reason they aren't good spellcasters is the limitations based on wizardly spellcasting. Now that most dragons are sorcerers, the spellbook/scrolls aren't really an issue.
We could do nothing, or we could give it an ability to ignore (or reduce) the usual penalty on Listen checks while sleeping.I'm not sure what to do with that, if anything. Listen, Search, and Spot are already class skills for dragons.
Sure, but I'd be interested in knowing more about strangle weed just in case. Is there a conversion of that somewhere?Immunity to strangulation?
Resistance to fire that improves as it ages?
Vulnerability to electricity?
I also think resistance to cold makes sense due to their presence in ocean depths.
Recycle this?
Immunity to Water (Ex): A wavefire is immune to the detrimental effects of spells with the water descriptor.
Ok, w/o a special ability, x=2. How about 4?
I agree, but, to keep the intent of the original, it might be good to go with a slower CL progression. That's why I mentioned copper upthread.
We could do nothing, or we could give it an ability to ignore (or reduce) the usual penalty on Listen checks while sleeping.
Sure, but I'd be interested in knowing more about strangle weed just in case. Is there a conversion of that somewhere?
I agree with resistance to fire and cold and Immunity to Water. It certainly reads about vulnerability to electricity, but that's sure weird for something with an electric breath weapon. I guess that's ok, though.
Being pinned sounds similar to being constricted in this case. Maybe the aquatic dragon can be immobile but take no additional damage due to the constriction in either HP loss or Constitution damage.If You’re Pinned by an Opponent
When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling.