🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Adult Cloud Dragon (Spellcaster)Creature 14


UncommonNHugeAirDragonElemental
Source Pathfinder Bestiary 2
Perception +28 (darkvision, mist vision, scent (imprecise) 60 feet)
Languages Auran, Common, Draconic, Jotun
Skills Acrobatics +23, Athletics +28, Deception +26, Diplomacy +26, Intimidation +28, Nature +24, Stealth +23, Survival +26
Str +7, Dex +3, Con +5, Int +4, Wis +6, Cha +6

AC 36; Fort +26; Reflex +23; Will +26; +1 status to all saves vs. magic
HP 254
Speed 50 feet (fly 160 feet)
Immunities electricity, paralyzed, sleep

Jaws One Action +29 (+24, +19) to hit (electricity, magical, reach 15) 3d10+15 Piercing + 2d12 Electricity
Claw One Action +29 (+25, +21) to hit (agile, magical, reach 10) 3d10+15 Slashing
Tail One Action +27 (+22, +17) to hit (magical, reach 20) 3d12+15 Bludgeoning
Horn One Action +27 (+22, +17) to hit (deadly d10, magical, reach 15) 2d12+13 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Mist Vision

Fog and mist don't impair a cloud dragon's vision; they ignore the Concealed condition from fog and mist.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicDeflecting Cloud Reaction

Trigger The dragon is the target of a ranged attack

Requirements The dragon is aware of the attack and has a free wing


Effect The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were Hidden for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 32 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Breath Weapon Two Actions (electricity, evocation, primal)

The dragon breathes a thundercloud that deals 15d6 electricity damage in a 50-foot cone (DC 35 basic reflex save). They can't use Breath Weapon again for 1d4 rounds.

Cloud Form One Action (polymorph, primal, transmutation)

The cloud dragon's body becomes vaporous and misty. They gain the effects of Gaseous Form, except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form.

Cloud Walk

The cloud dragon can tread on clouds or fog as though on solid ground.


Primal Prepared Spells (DC 34, +29 to hit)

Cantrips (7th Level): Dancing Lights, Detect Magic, Electric Arc, Prestidigitation, Read Aura
1st Level: Feather Fall, Heal, Negate Aroma, Shocking Grasp
2nd Level: Animal Messenger, Faerie Fire, Speak with Animals
3rd Level: Earthbind, Haste, Slow, Stinking Cloud
4th Level: Freedom of Movement, Hallucinatory Terrain, Speak with Plants
5th Level: Banishment, Death Ward, Passwall
6th Level: True Seeing

Primal Innate Spells (DC 36, +28 to hit)

2nd Level: Gust of Wind (At Will), Obscuring Mist
3rd Level: Wall of Wind


At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.

A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw-they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.

Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items-they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.