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Adult Sky Dragon (Spellcaster)Creature 13


UncommonLGHugeDragonElectricity
Source Pathfinder Bestiary 3
Perception +24 (darkvision, scent (imprecise) 60 feet)
Languages Auran, Celestial, Common, Draconic, Infernal, Sylvan
Skills Acrobatics +21, Athletics +26, Deception +21, Intimidation +23, Religion +26, Society +21, Stealth +21, Survival +19
Str +7, Dex +2, Con +4, Int +2, Wis +5, Cha +4

AC 34; Fort +23; Reflex +21; Will +26; +1 status to all saves vs. magic
HP 235
Speed 40 feet (fly 140 feet)
Immunities electricity, paralyzed, sleep

Jaws One Action +27 (+22, +17) to hit (magical, reach 15) 3d8+13 Piercing
Claw One Action +27 (+23, +19) to hit (agile, magical, reach 10) 3d8+13 Slashing
Tail One Action +27 (+22, +17) to hit (magical, reach 25) 3d8+13 Bludgeoning

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 sky dragon's vision; they ignore the Concealed condition from fog and mist.

+1 Status to All Saves vs. MagicCountered by Fire

If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a -1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon.

Effect: Countered by Fire

Fed by Earth (abjuration, divine)

When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is Concealed while flying.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 31 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 (divine, electricity, evocation)

The dragon shoots a ball of electricity that deals 7d12 electricity damage in a 25-foot burst within 50 feet (DC 33 basic reflex save).

They can't use Breath Weapon again for 1d4 rounds.


See divine lightning.

7d12 good damage (DC 33 basic reflex save) against fiends.

7d12 positive damage (DC 33 basic reflex save) against undead.

Divine Lightning (divine)

A good sky dragon who worships a deity channels divine power through its attacks, making them more effective against fiends and undead. Any electricity damage it deals becomes good damage against fiends or positive damage against undead.

Greater Constrict One Action

3d8+8 bludgeoning, DC 33 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Perfected Flight

A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Prepared Spells (DC 33, +26 to hit)

Cantrips (7th Level): Detect Magic, Divine Lance, Read Aura, Shield, Stabilize
1st Level: Alarm, Bless, Detect Alignment (At Will) (Evil Only), Sanctuary
2nd Level: Augury, Comprehend Language, Create Food, Dispel Magic
3rd Level: Heroism, Locate, Wanderer's Guide
4th Level: Discern Lies, Divine Wrath
5th Level: Banishment, Prying Eye, Tongues
6th Level: Blade Barrier, Righteous Might, True Seeing

Divine Innate Spells (DC 33, +25 to hit)

1st Level: Feather Fall, Gust of Wind
2nd Level: Invisibility
4th Level: Gaseous Form

Rituals

2nd Level: Consecrate
4th Level: Atone


Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation.

The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit.


Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.

Draconic Cycles

Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.

Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.


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.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.