Barrage Dragon (Young, Spellcaster)Creature 8
Source Pathfinder Lost Omens Draconic Codex
Perception +16 (ironsense (precise) 30 feet)
Languages Common, Draconic
Skills Acrobatics +16, Arcana +18, Athletics +16, Intimidation +16, Survival +18
Str +2, Dex +5, Con +2, Int +1, Wis +4, Cha +4
AC 26; Fort +13; Reflex +19; Will +16;
HP 140
Speed 50 feet (fly 120 feet)
Immunities force, paralyzed, sleep
Jaws
+19 (+14, +9) to hit (finesse, magical, reach 10) 2d8+8 PiercingClaw
+19 (+15, +11) to hit (agile, finesse, magical) 2d6+8 SlashingTail
+17 (+12, +7) to hit (magical, reach 15) 2d10+8 BludgeoningForce Ball
+19 (+14, +9) to hit (force) 2d10+6 ForceIronsense
The dragon can detect the presence of iron and other ferrous metals as a precise sense at the listed range.
Arcane Whirlwind (arcane, aura, force)15 feet.
A vortex of fist-sized balls of pure magic swirls around the dragon. Air within the emanation is difficult terrain for Flying creatures other than the dragon. A creature that enters the aura or begins its turn within the aura takes 4d6 force damage (DC 23 reflex save).
Shrapnel Splash
Trigger The dragon is critically hit with a melee weapon or unarmed attack
Effect The dragon's blood forms into hard spheres as it erupts from the wound, battering the attacker. The creature who dealt the triggering damage takes 5d6 bludgeoning damage with a DC 26 reflex save.
Force Pulse
(arcane, force)1 to 3
The dragon emits pulses of energy that radiates outward in a 10-foot emanation, dealing (1d6+1) force damage (DC 26 reflex save).
For each action spent, a new pulse of energy is created and each subsequent pulse after the first is 5 feet larger than the previous one.
Scattershot
(arcane, force)The dragon exhales a cloud of small balls of pure energy that deal (5d4+5) force damage in a 30-foot cone with no save. The dragon can't use Scattershot again for 1d4 rounds.
Arcane Prepared Spells (DC 26, +18 to hit)
Cantrips (4th Level): Detect Magic, Electric Arc, Figment, Shield, Telekinetic Projectile
1st Level: Dizzying Colors, Force Barrage, Pummeling Rubble
2nd Level: Blazing Bolt, Telekinetic Maneuver
3rd Level: Lightning Bolt, Wall of Wind
To the uninitiated, spellcasting is an art for those with iron wills, people who reach out and grab hold of the fundamental laws of the universe and bend them to their whim. It takes discipline, study, and above all else, it takes control. Fail to control the very building blocks of reality and everything could fall apart.
Those who have even dabbled in the arcane arts know that this is nonsense. Magic is chaos, and channeling arcane forces is less akin to exerting one's will over the world and more like surfing on a bolt of lightning through a world-shaking storm and hoping to steer it without falling off. Spellcasting is barely contained panic, a lance of adrenaline, the constant danger of burning oneself out of existence. And the more powerful someone becomes, the more real this danger is.
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.
ArcaneThis magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.