Deep Trench Dragon (Creature, dragon)

They have draconic scales which are a bright silver-blue at birth and darken till by the great wyrm stage they could be called black (although in the proper light they reveal a little blue). Even so their bodies are reminiscent of eels except for two massive arrays of fin-wings similar to the fins of a flying fish and for their two massive arms which end in crustacean-like claws. Their heads are definitely draconic and right behind their heads are their first fins, although periodically along their body more can be found. They hate bronze dragons but rarely interact as they spend most of their time at the sea bed only rarely coming to surface and even then almost always in the middle of the ocean. Their lack of legs reduces them to slow crawling when on land and their sub-par wings hinder them in the air making them slower and less agile than other breeds of dragons.

They often war with krakens over territories and have been known to rule over sahagin kingdoms. They often demand tribute from those who would pass through their territories and this sometimes brings them in conflict with sea dwelling storm giants. The giants have been known to use young deep trench dragons as slaves, but so too have mature dragons been known to capture and enslave storm giants. Most mated pairs include one older and obviously dominant member and usually do not last long as they have a compulsion to dominate the area and hate each other probably more than any other competitors they have in the seas.

**Type**: Dragon (Aquatic, Water)

**Environment**: Undersea trenches (any aquatic)

**Organization**: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)

**Challenge Rating**: Wyrmling 4; very young 5; young 6; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25

**Treasure**: Triple standard

**Alignment**: Always neutral evil

**Advancement**:Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD.

**Deep Trench Dragons by Age**

**Deep Trench Dragon Abilities by Age**

#### Special Abilities

**Breath Weapon (Su)**: A line of superheated liquid, deals fire damage.

**Powerful Claws**: Deals claw damage as a dragon one size category larger. Its claws, though, are not opposable in its natural form (no fingers or thumbs)

**Weak Wings**: Their wings are half-way between wing and fin making them less useful in combat or agile in flight than those of most dragons. As such they deal wing damage as a dragon one size category smaller and postpone gaining wing attacks until they reach one size category larger than is normally required.

**Spellcasting**: Deep Trench Dragons cast a sorcerer and use the sorcerer/wizard or druid spell list.

**Skills**: Appraise, Jump, and Swim are class skills for Deep Trench Dragons.

**Spell-like Abilities**: All spells listed on the table are gained as both bonus spells to spells known and are usable 1/day by the Deep Trench dragon.

The Deep Trench Dragon adds the following spells to its spell list:

#### Tojanida Sight

Divination

**Level:** Druid 2, Ranger 2

**Components:** S,

**Casting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 10 min./level (D)

You gain all-around vision, allowing you to see in any direction. You gain a +4 bonus on Spot and Search checks, and you cannot be flanked for the duration of the spell.

However, you cannot avert your eyes when confronted by a creature with a gaze attack, though you can still close your eyes in such a circumstance.

#### Transformation of the Deeps

Transmutation

**Level:** Druid 5, Sorcerer 5, Wizard 5

**Components:** V, S, M,

**Casting Time:** 1 standard action

**Range:** Touch

**Target:** One creature/3 levels

**Duration:** 1 hour/level (D)

**Saving Throw:** None

**Spell Resistance:** Yes (harmless)

The creature you touch undergoes a transformation that allows it to survive in the terrible lightless depths of the oceans.

This creates subtle changes in the spell's target, whose eyes become completely black and whose flesh becomes hard and cold.

The target of this spell gains the ability to breathe water and is rendered immune to damage from both the temperature and the pressure in extreme depths of water.

Additionally, she gains darkvision out to 60 feet.

Material Component: A bit of stone or mud from a deep ocean trench.

#### Blackwater Tentacle

Conjuration (Creation) [Evil, Water]

**Level:** Druid 5, Sorcerer 5, Wizard 5

**Components:** V, S, M,

**Casting Time:** 1 standard action

**Range:** Close (25 ft. + 5 ft./2 levels)

**Effect:** One tentacle

**Duration:** 1 round/level (D)

**Saving Throw:** Fortitude partial

**Spell Resistance:** No

You create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it. The tentacle appears at a particular point within range and can't move from that location. It attacks the opponent you designate once each round, starting with the round the spell is cast.

It has a reach of 20 feet (though it can't make attacks of opportunity). Its attack bonus is equal to your caster level plus the ability modifier you would normally use to set the save DC (Wisdom for cleric or druid, Intelligence for wizard, Charisma for sorcerer). The tentacle deals 2d8 + caster level (max. +20) points of damage with a successful hit.

Any Large or smaller creature hit by a blackwater tentacle must succeed on a Fortitude save or gain a negative level. Multiple hits by the same tentacle are cumulative, but the negative levels last only for the duration of the spell. The tentacle never provides nor benefits from a flanking bonus. Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action). The tentacle has 5 hit points per caster level and an AC of 10 + your caster level. It automatically fails all saves. If reduced to 0 hp, the tentacle is destroyed.

Material Component: Powdered squid beak and a single dried sucker from a kraken's tentacle.

#### Blood to Water

Necromancy

**Level:** Cleric 7,

**Components:** V, S,

**Casting Time:** 1 Standard Action

**Range:** Close (25 ft. + 5 ft./2 levels)

**Effect:** Up to five living creatures, no two of which are more than 30 ft. apart

**Duration:** Instantaneous

**Saving Throw:** Fortitude half

**Spell Resistance:** Yes

*You forcefully spit, ending your spellcasting. From where you spat arises a sea-green orb of energy for each creature you intend as a subject of the spell. The orbs fly to their designated targets and turn blood red as they impact.*

You transmute the subjects' blood into pure water, dealing 3d10 points of Constitution damage. A successful Fortitude save halves the Constitution damage. This spell has no effect on living creatures with the water subtype.