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Delight ArchdragonCreature 22


Rare​Large​Divine​Dragon​Holy​
Source Pathfinder Lost Omens Draconic Codex
Perception +40 (lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 180 feet)
Languages Common, Diabolic, Draconic, Empyrean, Truespeech
Skills Lore +40, Lore +40, Acrobatics +43, Athletics +38, Performance +43, Religion +39
Str +6, Dex +11, Con +7, Int +6, Wis +8, Cha +7

AC 48; Fort +35; Reflex +40; Will +36; +2 status to all saves vs. divine
HP 400 (can't kill fun)
Speed 80 feet (fly 200 feet)
Immunities fear effects, paralyzed, sleep
Weaknesses Unholy 20

Jaws One Action +40 (+35, +30) to hit (holy, magical, reach 10, unarmed) 4d10+14 Piercing
Claw One Action +40 (+36, +32) to hit (agile, holy, magical, reach 10, unarmed) 4d8+14 Slashing
Tail One Action +38 (+33, +28) to hit (holy, magical, reach 15, unarmed) 4d12+14 Bludgeoning

Lover of the Arts

Checks by or against the dragon to change a creature's attitude using Diplomacy can be attempted with Performance instead.

Whimsysense

Delight dragons can sense the presence of laughter, games, celebrations, and sweets within the listed range.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A 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.

+2 Status to All Saves Vs. DivineCan't Kill Fun (divine)

Once per day, if the delight archdragon would die, it instead automatically resurrects in its most recently visited lair with half its maximum Hit Points.

Play Scape (aura, divine)

30 feet. Delight dragon magic alters their surroundings, turning weapons into toys and spells into stage effects. All Strikes and other damaging effects used in the aura gain the nonlethal trait and are accompanied by magical sound effects. A creature entering or beginning their turn in the aura must attempt a DC 45 will save.


Failure The creature's first damaging effect (such as a Strike) this round does half damage.

Critical Failure All the creature's damaging effects this turn do half damage.

Reactive Tail Reaction

Trigger A creature within reach of the dragon's tail uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using


Effect The dragon attempts an Athletics check to [/act trip] the triggering creature. This check doesn't count toward the dragon's multiple attack penalty, and its multiple attack penalty doesn't apply to this check.

Breath of Fresh Air Two Actions (divine, emotion, mental)

The dragon unleashes a stream of magical bubbles in a 60-foot cone. Each creature within the area takes 16d8 spirit damage (DC 45 will save). A creature who fails the save is also Slowed 1 as they give in to the joyful urge to dance, sing, laugh, or admire the world around them. On a critical failure, the creature is slowed 1 for 1 minute and can't use reactions for as long as they are slowed; they can attempt a new save at the end of each of its turn to end the slowed condition early.

Cloud of Giggles Two Actions (concentrate, divine, polymorph)

Frequency once per day


Effect The delight dragon transforms into a Huge sparkling cloud of gas for 10 minutes. During this time, the dragon gains resistance 20 to physical damage and is immune to precision damage, but they can't cast spells, activate items, or use Strikes or actions that have the attack or manipulate trait. They can only use their fly Speed, can slip through tiny cracks, and occupy the same space as other creatures. If the dragon ends their turn sharing the same space as other creatures, each of those creatures must attempt a DC 45 will save or be Off-Guard from a fit of giggles until the end of the dragon's next turn. The dragon can Dismiss this action as long as it has space to take its original size.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one tail Strike in any order.

Draconic Momentum

When the dragon scores a critical hit with a Strike, they recharge their Breath of Fresh Air.

Let's Play! Two Actions

The dragon conjures up a magical arena to play a game, making up rules on the spot. Any number of target creatures inside the dragon's aura take 14d6 mental damage from the dragon's baffling explanation (DC 45 will save). Creatures who fail the save are Confused for 1 round (1 minute on a critical failure). Regardless of result, all targets are immune for 24 hours.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.


Divine Innate Spells (DC 45, +37 to hit)

3rd Level: Safe Passage (At Will)
4th Level: Unfettered Movement (At Will)
5th Level: Banishment (At Will), Truespeech (Constant)
7th Level: Interplanar Teleport (At Will, Self Only)
8th Level: Divine Inspiration, Moment of Renewal
9th Level: Overwhelming Presence


Some would say delight dragons are like children. They would be correct. At least, as correct as if they said a puff of chimney smoke resembled a massive storm cloud or compared a toddler's drawing of a horse to a prized thoroughbred. Which is to say, they are completely and utterly incorrect. Of course, having a smoke cloud or child's drawing running around one's home might be vastly preferable to a delight dragon.

As residents of the Outer Plane Elysium, delight dragons are embodiments of the plane's proclivity toward joy, mischief, passion, and spontaneity. Their massive gossamer wings refract the light of a thousand rainbows between translucent layers. Purple-green scales shimmer in opalescent splendor, while a long, sinuous tail flicks in spiral figures, darting to catch the feet out from under distracted observers. A pair of feathery antennae direct the delight dragon to their next source of amusement—whether play, treat, or general amusement, all surely to become a great time in the dragon's presence, whether a plane's denizens know it or not.

As self-proclaimed defenders of games, whimsy, and the freedom to sow a little chaos, delight dragons are often found on the front line against those that would strip such choice away from others. Demonic forces deployed at the Worldwound whispered of the "lights of doom," massive rainbows that heralded the approach of a delight dragon. The winged crusader would descend upon these fiends with claws and fangs, cackling all the while.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.