Ancient Sky Dragon (Spellcaster)Creature 18
Source Pathfinder Bestiary 3
Perception +32 (darkvision, scent (imprecise) 60 feet)
Languages Auran, Celestial, Common, Draconic, Elven, Infernal, Sylvan
Skills Acrobatics +28, Athletics +35, Deception +28, Intimidation +32, Religion +34, Society +26, Stealth +28, Survival +28
Str +8, Dex +4, Con +5, Int +4, Wis +6, Cha +6
AC 42; Fort +31; Reflex +28; Will +32; +1 status to all saves vs. magic
HP 335
Speed 60 feet (fly 160 feet)
Immunities electricity, paralyzed, sleep
Jaws +36 (+31, +26) to hit (magical, reach 20) 3d10+16 Piercing
Claw +36 (+32, +28) to hit (agile, magical, reach 15) 3d10+16 Slashing
Tail +36 (+31, +26) to hit (magical, reach 30) 3d10+16 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 feetScent 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 VisionFog 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 FireIf 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 38 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 (divine, electricity, evocation)The dragon shoots a ball of electricity that deals 9d12 electricity damage and 2d12 sonic damage in a 30-foot burst within 60 feet (DC 40 basic reflex save).
They can't use Breath Weapon again for 1d4 rounds.
See divine lightning.
9d12 good damage and 2d12 sonic damage (DC 40 basic reflex save) against fiends.
9d12 positive damage and 2d12 sonic damage (DC 40 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 Constrict3d10+11 bludgeoning, DC 40 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 FlightA sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight.
Stunning Electricity (divine, electricity, evocation, incapacitation)The dragon rapidly coils, then unleashes crackling lightning that deals 5d12 electricity damage in a 60-foot emanation. Each creature in the area must attempt a DC 40 fortitude save; regardless of the outcome, the creature then becomes temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success Half damage, and the creature is Stunned 1.
Failure Full damage, and the creature is Stunned for 1 round and can't fly for 4 rounds.
Critical Failure Double damage, and the creature is stunned for 2 rounds and can't fly for 1 minute.
See divine lightning.
5d12 good damage (DC 40 basic reflex save) against fiends.
5d12 positive damage (DC 40 basic reflex save) against undead.
GrabRequirements 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 42, +36 to hit)
Cantrips (9th 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
7th Level: Divine Decree, Energy Aegis, Prismatic Spray, Sunburst
8th Level: Discern Location, Divine Aura
1st Level: Feather Fall, Gust of Wind
4th Level: Gaseous Form
2nd Level: Consecrate
4th Level: Atone
7th Level: Legend Lore
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
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ElectricityEffects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.