Young Forest DragonCreature 10
Source Pathfinder Bestiary 3
Perception +18 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Sylvan
Skills Acrobatics +18, Athletics +21, Deception +17, Intimidation +19, Nature +22, Stealth +18, Survival +16
Str +6, Dex +2, Con +5, Int +2, Wis +4, Cha +3
AC 30; Fort +21; Reflex +16; Will +20;
HP 195
Speed 40 feet (fly 100 feet)
Immunities paralyzed, poison, sleep
Weaknesses Fire 5
Jaws +23 (+18, +13) to hit (reach 10) 2d10+12 Piercing + 1d6 Poison
Claw +23 (+19, +15) to hit (agile) 2d8+12 Slashing
Tail +23 (+18, +13) to hit (reach 20) 2d8+12 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.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Countered by MetalIf the forest dragon takes damage from a metal item, they lose woodland stride and Pass Without Trace until the end of their next turn.
Fed by Water (healing, necromancy, primal)Frequency once per hour
Trigger The forest dragon is targeted with a water spell or effect
Effect The forest dragon gains 30 temporary Hit Points.
Frightful Presence (aura, emotion, fear, mental)90 feet Aura DC 27 will
Animals, fungi, and plants take a -2 circumstance penalty to the save.
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 (evocation, primal)The dragon unleashes a swarm of insects that deals 10d6 piercing damage in a 30-foot cone (DC 29 basic reflex save) before dispersing.
A creature that critically fails is Stunned 2 from the insects' venom; this is a poison effect.
The dragon can't use Breath Weapon again for 1d4 rounds.
Coiling FrenzyThe 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.
Constrict2d8+8 bludgeoning, DC 29 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 MomentumThe dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
Woodland StrideThe forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
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.
Primal Innate Spells (DC 29, +21 to hit)
Cantrips (5th Level): Know Direction
1st Level: Fear (Animals, Fungi, And Plants Only), Pass Without Trace (Constant) (Forest Terrain Only)
2nd Level: Entangle
Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals.
Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them.
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
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.
PlantVegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.