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Manifestation Of DahakCreature 24


UniqueCEGargantuanAcidColdDragonElectricityFirePoison
Source Pathfinder #150: Broken Promises
Perception +46 (darkvision, scent (imprecise) 120 feet, smoke vision)
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Jotun, Orcish, Sylvan, Telepathy 200 Feet
Skills Acrobatics +38, Arcana +45, Athletics +45, Deception +45, Diplomacy +48, Lore +48, Intimidation +48, Occultism +40, Religion +40, Society +38
Str +12, Dex +8, Con +10, Int +8, Wis +8, Cha +9

AC 52; Fort +42; Reflex +36; Will +38; +2 status to all saves vs. magic
HP 600
Speed 60 feet (fly 200 feet)
Immunities fire, paralyzed, sleep
Weaknesses Good 26
Resistances Acid 26, Cold 26, Electricity 26, Poison 26

Jaws One Action +44 (+39, +34) to hit (fire, magical, reach 20) 5d10+10 Piercing + 4d6 Fire
Claw One Action +44 (+40, +36) to hit (agile, magical, reach 15) 8d8+8 Slashing
Tail One Action +43 (+38, +33) to hit (magical, reach 25) 6d10+12 Slashing
Wing One Action +43 (+39, +35) to hit (agile, magical, reach 20) 8d8+8 Slashing

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) 120 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.

Imprisoned

Dahak's manifestation can't physically exit the Adamantine Fen until conditions are right. Planar travel effects do not allow it to escape, nor can they banish it from the Adamantine Fen.

Smoke Vision

Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke.

+2 Status to All Saves vs. MagicAttack of Opportunity (Jaws Only) Reaction

Jaws only


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Dragonstorm Aura (aura, divine, evocation)

10 feet Aura


10d6 damage split evenly between acid, cold electricity, fire, and poison.

Frightful Presence (aura, emotion, fear, mental)

120 feet Aura DC 45 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.

Redirect Energy Reaction (abjuration, divine)

Trigger A creature within 100 feet casts an acid, cold, fire, electricity, or poison spell, or such a spell otherwise comes into effect from a source within 100 feet


Effect The manifestation of Dahak makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.

Constrict One Action

2d10+10 bludgeoning damage plus 2d6 fire damage, DC 48 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.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one wing Strike in any order.

Draconic Momentum

The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.

Dragonstorm Breath Two Actions (divine, evocation)

The manifestation of Dahak breathes a blast of dragonstorm energy that deals 5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage in a 60-foot cone (DC 48 basic reflex save). It can't use Dragonstorm Breath again for 1d4 rounds.

Focused Breath Weapon One Action (divine, evocation)

The manifestation breathes a blast of energy that deals 12d12 damage in a 90-foot line (DC 44 basic reflex save). The type of damage this Breath Weapon deals can be acid, cold, electricity, fire, or poison, as chosen by the manifestation when it attacks. The manifestation can't use its focused Breath Weapon again for 2 rounds, and the next time it uses its Breath Weapon, it must deal a different type of damage than the previous usage.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.

Improved Push Free Action

The monster can use Push as a free action triggered by a hit with its initial attack.


Prepared Divine Spells (DC 48, +44 to hit)

Cantrips (10th Level): Detect Magic, Divine Lance, Guidance, Read Aura, Shield
1st Level: Command, Harm, Heal, Ray of Enfeeblement
2nd Level: Dispel Magic, See Invisibility
3rd Level: Blindness, Chilling Darkness, Vampiric Touch
4th Level: Divine Wrath
5th Level: Abyssal Plague, Drop Dead
6th Level: Blade Barrier, Spirit Blast
7th Level: Eclipse Burst, Finger of Death
9th Level: Massacre, Telepathic Demand
10th Level: Miracle



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Electricity

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

Fire

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

Poison

An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.