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Ancient Sovereign DragonCreature 20


RareNGargantuanDragonEarth
Source Pathfinder Bestiary 3
Perception +36 (darkvision, scent (imprecise) 60 feet)
Languages Abyssal, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran
Skills Acrobatics +31, Athletics +38, Deception +37, Diplomacy +41, Intimidation +37, Occultism +31, Society +31, Stealth +31, Survival +34
Str +10, Dex +5, Con +7, Int +5, Wis +8, Cha +9

AC 46; Fort +35; Reflex +31; Will +36; +1 status to all saves vs. magic
HP 410
Speed 60 feet (fly 180 feet)
Immunities paralyzed, sleep
Resistances Mental 20

Jaws One Action +38 (+33, +28) to hit (magical, reach 20) 4d8+18 Piercing + 3d6 Mental
Claw One Action +38 (+34, +30) to hit (agile, magical, reach 15) 4d8+18 Slashing
Tail One Action +38 (+33, +28) to hit (magical, reach 30) 4d8+18 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.

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. MagicFrightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 41 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.

Mentalist Counterspell Reaction (abjuration, occult)

Trigger The dragon is targeted by a mental effect it's aware of


Effect The dragon immediately attempts to counteract the triggering effect (counteract modifier +32).

Violent Retort Reaction

Trigger A creature within the sovereign dragon's reach critically hits the dragon


Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon.

Breath Weapon Two Actions (evocation, mental, occult)

The dragon unleashes a roar charged with psychic energy, dealing 21d6 mental damage in a 50-foot cone (DC 43 basic will save).

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

Coiling Frenzy Two Actions

The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target.

Draconic Momentum

As young sovereign dragon.

Gleaming Armor One Action (evocation, light, occult)

Frequency once per hour


Effect The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 20 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 43 fortitude save or be Dazzled.

All these effects last until the end of the dragon's next turn.

Effect: Gleaming Armor

Greater Constrict One Action

4d8+11 bludgeoning, DC 43 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.

Inspire Envoy Two Actions (enchantment, mental, occult)

Frequency once per day


Effect The dragon chooses a mortal they've observed performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site.

If the creature agrees, until its next daily preparations, it gains a +2 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks.

The dragon can Dismiss this benefit by spending a single action (that has the concentrate trait), which they're swift to do if the mortal dares to defy the dragon's directive.

Effect: Inspire Envoy

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.


Occult Innate Spells (DC 43, +35 to hit)

1st Level: Detect Alignment (At Will) (Good or Evil Only)
4th Level: Shape Stone, Suggestion, Suggestion (At Will)
5th Level: Wall of Stone


The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers-but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth.

Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators.

Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms.


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

Rare

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.

Earth

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