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Young Sovereign Dragon (Spellcaster)Creature 11


UncommonNLargeDragonEarth
Source Pathfinder Bestiary 3
Perception +22 (darkvision, scent (imprecise) 60 feet)
Languages Celestial, Common, Draconic, Infernal
Skills Acrobatics +18, Athletics +22, Deception +21, Diplomacy +25, Intimidation +23, Occultism +18, Society +20, Stealth +18, Survival +20
Str +7, Dex +3, Con +5, Int +3, Wis +5, Cha +6

AC 31; Fort +22; Reflex +18; Will +24; +1 status to all saves vs. magic
HP 195
Speed 40 feet (fly 120 feet)
Immunities paralyzed, sleep
Resistances Mental 10

Jaws One Action +24 (+19, +14) to hit (reach 10) 2d8+13 Piercing + 2d6 Mental
Claw One Action +24 (+20, +16) to hit (agile) 2d8+13 Slashing
Tail One Action +24 (+19, +14) to hit (reach 20) 2d8+13 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 28 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.

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 12d6 mental damage in a 30-foot cone (DC 30 basic will save).

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

Constrict One Action

2d8+10 bludgeoning, DC 26 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.

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 10 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 30 fortitude save or be Dazzled.

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

Effect: Gleaming Armor

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 Prepared Spells (DC 29, +23 to hit)

Cantrips (6th Level): Daze, Detect Magic, Prestidigitation, Read Aura, Shield
1st Level: Command, Illusory Disguise, True Strike
2nd Level: Calm Emotions, Comprehend Language, Remove Fear, Silence, Status
3rd Level: Enthrall, Heroism, Hypnotic Pattern
4th Level: Detect Scrying

Occult Innate Spells (DC 30, +22 to hit)

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


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

Uncommon

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.

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.