Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Dragons‎ > ‎Dragons, True‎ > ‎Dragon, River‎ > ‎

River Dragon, Young

Scales of sparkling blue protect this powerful dragon. The scalding hot water it spits boils its dinner alive.

Young River Dragon CR 7

XP 3,200
CN Medium dragon (aquatic, fire)
Init +7; Senses dragon senses, watersight; Perception +13

 DEFENSE

AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
hp 76 (8d12+24)
Fort +9, Ref +9, Will +8
Immune fire, paralysis, sleep
Weaknesses Vulnerable to cold

 OFFENSE

Speed 30 ft., swim 60 ft.
Melee bite +12 (1d8+6)
Special Attacks breath weapon (60-ft. line, DC 17, 6d6 fire)
Spell-like Abilities (CL 8th)

At will-obscuring mist

 STATISTICS

Str 19, Dex 17, Con 16, Int 11, Wis 14, Cha 12
Base Atk 8; CMB +12; CMD 25 (cannot be tripped)
Feats Athletic, Cleave, Improved Initiative, Power Attack
Skills Knowledge (nature) +11, Perception +13, Spellcraft +11, Stealth +14, Survival, +13, Swim +17
Languages Draconic
SQ air breathing, speak with aquatic, watersight

 SPECIAL ABILITIES

Air Breathing (Ex)

The river dragon can breathe air just as naturally as water. This dragon can freely use its breath weapon, spells and other abilities in both air and water.

Speak with Aquatic (Ex)

The young and older river dragon gains a constant spell-like ability to speak with animals of the aquatic subtype. This otherwise functions as speak with animals.

Watersight (Ex)

The very young and older river dragon can see underwater four times better than a human.

Editor's Notes

A few things to note about this dragon:
1.  Based on the dragon chart in the Bestiary, the Dexterity for this dragon should 15.  Therefore the following statistics should be changed:  AC 22, touch AC 12, Ref +8, CMD 24, and stealth +13.  GM's are encouraged to use these revised stats.
2.  The Swim skill appears to be missing the +8 racial bonus.  The skills should be Swim +25.  GM's are encouraged to use these revised stats.
3.  Unlike most dragons, the river dragon lacks several key attacks, including claws, wings, crush, and tail sweep.  GM's may wish to reduce the creature's CR by 1 to reflect this reduced combat capability.