Cloud Dragon (Young, Spellcaster)Creature 10
Source Pathfinder Lost Omens Draconic Codex
Perception +22 (darkvision, scent (imprecise) 60 feet, mist vision)
Languages Common, Draconic, Sussuran
Skills Acrobatics +20, Athletics +22, Deception +20, Diplomacy +20, Intimidation +20, Nature +18, Stealth +18, Survival +16
Str +7, Dex +2, Con +5, Int +2, Wis +3, Cha +3
AC 30; Fort +19; Reflex +17; Will +21;
HP 175
Speed 40 feet (fly 140 feet)
Immunities electricity, paralyzed, sleep
Jaws
+23 (+18, +13) to hit (electricity, magical, reach 10, unarmed) 2d10+13 Piercing + 1d12 ElectricityClaw
+23 (+19, +15) to hit (agile, magical, unarmed) 2d8+13 SlashingTail
+21 (+16, +11) to hit (magical, reach 15, unarmed) 2d12+13 BludgeoningHorn
+21 (+16, +11) to hit (deadly d8, magical, reach 10, unarmed) 1d12+13 PiercingMist Vision
Fog and mist don't impair a cloud dragon's vision; they ignore the Concealed condition from fog and mist.
Frightful Presence (aura, emotion, fear, mental)90 feet. DC 26 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.
Dragonmist
(concentrate, manipulate, water)The dragon conjures up a sudden mist in a 20-foot burst within 120 feet. All creatures within the mist become Concealed, and all creatures outside the mist become concealed to creatures within it. The dragon can use this action again to dismiss the mist—anyone else attempting to remove the dragonmist (via Gust of Wind or similar) must succeed at a counteract check. A young dragon can have up to three clouds of dragonmist active at a time.
Thundercloud Breath
(electricity, primal)The dragon breathes a thundercloud that deals 11d6 electricity damage in a 40-foot cone (DC 29 reflex save). They can't use Thundercloud Breath again for 1d4 rounds.
Primal Prepared Spells (DC 29, +21 to hit)
Cantrips (5th Level): Detect Magic, Electric Arc, Frostbite, Prestidigitation, Sigil
1st Level: Tailwind, Thunderstrike, Ventriloquism
2nd Level: Humanoid Form, Resist Energy, Sure Footing
3rd Level: Haste, Lightning Bolt, Slow
4th Level: Mirage, Vapor Form
1st Level: Gust of Wind (At Will)
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.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
PrimalThis magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.