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VeksciralenixCreature 20


UniqueNGargantuanDragonTime
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +36 (greater darkvision, scent (imprecise) 60 feet)
Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal, Sylvan
Skills Acrobatics +33, Arcana +35, Athletics +38, Deception +34, Diplomacy +36, Occultism +38, Society +34
Str +10, Dex +5, Con +7, Int +6, Wis +8, Cha +6

AC 45; Fort +38; Reflex +33; Will +35; +1 status to all saves vs. magic
HP 375
Speed 60 feet (fly 200 feet)
Immunities negative, paralyzed, sleep, slowed

Jaws One Action +38 (+33, +28) to hit (electricity, magical, reach 20) 4d10+18 Piercing + 4d6 Electricity
Claw One Action +38 (+34, +30) to hit (agile, magical, reach 15) 4d10+18 Slashing
Tail One Action +36 (+31, +26) to hit (magical, reach 25) 4d12+18 Slashing
Wing One Action +36 (+32, +28) to hit (agile, magical, reach 20) 3d10+18 Slashing

Greater Darkvision

A creature with greater 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 creature 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. MagicAlien Presence (aura, emotion, mental)

90 feet Aura

A creature that first enters the area must attempt a DC 42 will save.

Regardless of the result of the saving throw, the creature is temporarily immune to the Veksciralenix's Alien Presence for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Slowed 1 for 1 round.

Failure The creature is Slowed 1 for 1d4 rounds.

Critical Failure The creature is Slowed 1 for 1 minute.

Attack of Opportunity 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.

Second Chance Reaction

Frequency three times per day

Trigger Veksciralenix or a creature that Veksciralenix can see attempts a check and learns the results


Effect The triggering creature rerolls the triggering check and takes the second result.

Breath Weapon Two Actions (arcane, electricity, evocation)

The time dragon breathes in one of two ways.

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


Storm The dragon breathes a burst of lightning in a 50-foot cone that deals 20d6 electricity damage (DC 42 basic reflex save).


Time Displacement (arcane, transmutation) The dragon breathes a time storm. Each creature within a 50-foot cone must attempt a DC 42 fortitude save.


Critical Success The creature is unaffected.

Success The creature is Stunned 1.

Failure The creature is Stunned 4.

Critical Failure The creature is Stunned 6.

Draconic Frenzy Two Actions

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

Draconic Momentum

Veksciralenix recharges their Breath Weapon whenever they score a critical hit with a Strike.


Occult Innate Spells (DC 42, +34 to hit)

Cantrips (10th Level): Detect Magic
5th Level: Locate (At Will)
7th Level: Plane Shift
9th Level: Teleport
10th Level: Time Stop

Rituals

7th Level: Legend Lore



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.