Dragon FormSpell 6
Source Pathfinder Core Rulebook
Traditions Arcane, Primal
Cast (somatic, verbal)
Duration 1 minute
Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
- 10 temporary Hit Points.
- Speed 40 feet, fly Speed 100 feet.
- Resistance 10 against the damage type of your breath weapon (see below).
- Darkvision and imprecise scent 60 feet.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks.
- Athletics modifier of +23, unless your own modifier is higher.
- Breath Weapon (arcane, evocation) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals.
You also gain specific abilities based on the type of dragon:
- Black
- swim Speed 60 feet;
- Melee jaws, Damage 2d12 piercing plus 2d6 acid;
- Melee claw (agile), Damage 3d10 slashing;
- Melee tail (reach 10 feet), Damage 3d10 bludgeoning;
- Melee horns (reach 10 feet), Damage 3d8 piercing;
- breath weapon 60-foot line, 11d6 acid.
- Blue
- burrow Speed 20 feet;
- Melee jaws, Damage 2d10 piercing plus 1d12 electricity;
- Melee claw (agile), Damage 3d10 slashing;
- Melee tail (reach 10 feet), Damage 3d10 bludgeoning;
- Melee horns (reach 10 feet), Damage 3d8 piercing;
- breath weapon 80-foot line, 6d12 electricity.
- Brass
- burrow Speed 20 feet;
- Melee jaws, Damage 3d8 piercing plus 2d4 fire;
- Melee claw (agile), 3d10 slashing;
- Melee tail (reach 10 feet), Damage 3d10 bludgeoning;
- Melee spikes (reach 10 feet), Damage 3d8 piercing;
- breath weapon 60-foot line, 15d4 fire.
- Bronze
- swim Speed 40 feet;
- Melee jaws, Damage 2d10 piercing plus 1d12 electricity;
- Melee claw (agile), Damage 3d10 slashing;
- Melee tail (reach 10 feet), Damage 3d10 bludgeoning;
- Melee wing (reach 10 feet), Damage 3d8 slashing;
- breath weapon 80-foot line, 6d12 electricity.
- Copper
- climb Speed 25 feet on stone only;
- Melee jaws, Damage 2d12 piercing plus 2d6 acid;
- Melee claw (agile), Damage 3d10 slashing;
- Melee tail (reach 10 feet), Damage 3d10 bludgeoning;
- Melee wing (reach 10 feet), Damage 3d8 bludgeoning;
- breath weapon 60-foot line, 10d6 acid.
- Gold
- swim Speed 40 feet;
- Melee jaws, Damage 2d12 piercing plus 2d6 fire;
- Melee claw (agile), Damage 4d6 slashing;
- Melee tail (reach 10 feet), Damage 3d10 bludgeoning;
- Melee horns (reach 10 feet), Damage 3d8 piercing;
- breath weapon 30-foot cone, 6d10 fire.
- Green
- swim Speed 40 feet, ignores difficult terrain from non-magical foliage;
- Melee jaws, Damage 2d12 piercing plus 2d6 poison;
- Melee claw (agile), Damage 3d10 slashing;
- Melee tail (reach 10 feet), Damage 3d10 bludgeoning;
- Melee horns (reach 10 feet), Damage 3d8 piercing;
- breath weapon 30-foot cone, 10d6 poison (Fortitude save instead of Reflex).
- Red
- ignore Concealed from smoke;
- Melee jaws, Damage 2d12 piercing plus 2d6 fire;
- Melee claw ( agile), Damage 4d6 slashing;
- Melee tail (reach 10 feet), Damage 3d10 bludgeoning;
- Melee wing (reach 10 feet), Damage 3d8 bludgeoning;
- breath weapon 30-foot cone, 10d6 fire.
- Silver
- cloud walk;
- Melee jaws, Damage 2d12 piercing plus 2d6 cold;
- Melee claw (agile), Damage 3d10 slashing;
- Melee tail (reach 10), Damage 3d10 bludgeoning;
- breath weapon 30-foot cone, 8d8 cold.
- White
- climb Speed 25 feet on ice only;
- Melee jaws, Damage 3d6 piercing plus 2d6 cold;
- Melee claw (agile), Damage 3d10 slashing;
- Melee tail (reach 10 feet), Damage 3d10 bludgeoning;
- breath weapon 30-foot cone, 10d6 cold.
Heightened (8th) Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
TransmutationEffects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
PolymorphThese effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.