Medrinia

Climate / Terrain Deep oceans or seas
Frequency Unique
Organization Solitary
Activity Cycle Any
Diet Carnivorous
Intelligence Genius (17)
Treasure Incidental
Alignment Lawful Good

No. Appearing 1
Armor Class -7
Movement 12, swim 36
Hit Dice 22 (176 hit points)
Thac0 1
No. of Attacks 4 + special
Damage / Attack 2d4 / 2d4 / 3d6 / 6d12
Special Attacks Special
Special Defenses Special
Magic Resistance 45%
Size G (120' long with a 30' tail)
Morale 20 (Fearless)
XP Value 36 000
Medrinia

Medrinia is the representative of Bahamut to all aquatic dragons. She rules from her undersea palace - a magnificent structure made from coral, shells, and pearl - and protects Good-aligned aquatic creatures. Medrinia is a sleek dragon with deep blue-green scales and sturdy wings. The membrane stretching between the cartilage in her wings is thick, allowing her to use them as powerful fins. Her wide tail also ends in a crescent-shaped fluke. Medrinia can telepathically communicate with any living thing. She also speaks the language of any mundane aquatic creature, as well as the tongues of the good dragons, sea elves, locathah, mermen, and tritons.

Combat: Though generally peaceful, Medrinia is quick to use her powers when one of her subjects is threatened. In combat, she can claw for 2d4 points of damage. She often bashes opponents with her powerful tail, causing 3d6 points of damage and stunning victims for 1d4 rounds. Finally, Medrinia has a powerful bite attack that inflicts 6d12 points of damage.

Medrinia can breathe a cone of pure force 10 feet wide at its origin, 50 feet long, and 20 feet wide at its base. This breath weapon causes a funnel of water to pummel anyone within its area of effect, inflicting 15d10 points of damage. The breath weapon can be employed only when Medrinia and the target are both underwater, and a successful saving throw vs. breath weapon reduces the damage by half.

Medrinia also uses a powerful breach attack against sailing vessels. Sinking as deep as necessary, she arrows toward the surface at top speed, breaking the surface and launching herself completely out of the water. Once airborne, Medrinia tucks in her wings, rolls on her side, and smashes the offending vessel. This attack destroys ships under 60 feet long, and has a 35% chance to sink ships over 60 feet. If using the naval combat rules found in Of Ships & the Sea, this breaching attack causes 18d12 points of both crippling and hull damage. All Seaworthiness checks made as a result of this attack suffer a -2 penalty.

Medrinia can use the following spell-like abilities at the 15th level of ability, once pwer round: water breathing (Priest), part water, detect invisibility, Samprey's sensible sea sphere*, pressure resistance*, polymorph self, polymorph other, conjure elemental (water), withstand water*, enhance water creature* (Priest), shell-skin*, and rapture of the deep*. She can summon 1d4 sea wyrms and 1d2 dragon turtles every turn. These creatures arrive within 3 rounds of the summoning.

Habitat/Society: According to legend, Medrinia formed from a tear shed by Bahamut after the platinum dragon witnessed the carnage of the first battle between the draconic forces of good and those of the Chromatic Dragon. When Medrinia acts as Bahamut's representative, there is a 20% chance that she is accompanied by another emissary of Bahamut or even one of Bahamut's avatars.

Medrinia patrols the breadth and depth of the oceans in search of evil. She oversees a vast network of allied creatures - from dolphins and sea-horses to other aquatic dragons - that provides aid to its members in times of need.

Medrinia demonstrates compassion for Good-aligned surface dwellers who find themselves threatened by the sea. Some even say that Medrinia sends out patrols of dolphins to rescue drowning sailors.

Medrinia's palace, Sea Reach, serves as haven for all Good-aligned sea-creatures in time of war.

Ecology: Medrinia feeds upon vast amounts of fish and other simple aquatic creatures. Although she often fights other evil and powerful aquatic creatures - such as deepspawn, weresharks, morkoth, and especially sahuagin - Medrinia refuses to consume these evil creatures.

* indicates a spell described in Of Ships & the Sea.