pf2e.fyi
From Pathfinder Society Scenario #2-23: An Agent's Obligation, which isn't enabled.

Starved Sea Drake

CREATURE 5
Perception +12; darkvision, scent (imprecise) 30 feet
Languages Draconic
Skills Acrobatics +13, Athletics +14, Stealth +11
Str +5, Dex +2, Con +3, Int -1, Wis +2, Cha +0

AC 22; Fort +15, Ref +12, Will +9
HP 75; Immunities electricity, paralyzed, sleep
Electrified Blood (electricity)
Trigger An adjacent creature deals piercing or slashing damage to the sea drake

Effect An arc of electricity courses through the sea drake's blood. The triggering creature takes 1d6 electricity damage.

Speed 15 feet, fly 30 feet, swim 40 feet
Melee Jaws +15 (unarmed), Damage 2d8+7 piercing plus Briny Wound
Melee Tail +15 (agile, reach 10), Damage 2d6+7 bludgeoning
Ball Lightning Breath (arcane, electricity)

The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 6d6 electricity damage (DC 22 basic Reflex save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 20 basic Reflex save).

The sea drake can't use Ball Lightning Breath again for 1d6 rounds.

Briny Wound

A sea drake's saliva carries a large quantity of salt, making its bite wounds even more painful. When a creature takes damage from a sea drake's jaws Strike, the creature must attempt a DC 22 Fortitude save; the creature is then temporarily immune to briny wound for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Sickened 1.

Failure The creature is Sickened 2.

Critical Failure The creature is Sickened 2 and Slowed 1 as long as it's sickened.

Draconic Frenzy

The sea drake makes one jaws Strike and two tail Strikes in any order.

Pathfinder Society Scenario #2-23: An Agent's ObligationOGL