🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Delight Dragon (Adult, Spellcaster)Creature 14


Large​Divine​Dragon​Holy​
Source Pathfinder Lost Omens Draconic Codex
Perception +28 (lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 60 feet)
Languages Common, Diabolic, Draconic, Empyrean, Truespeech
Skills Lore +26, Lore +26, Acrobatics +28, Athletics +25, Performance +28, Religion +27
Str +5, Dex +7, Con +5, Int +4, Wis +6, Cha +5

AC 36; Fort +24; Reflex +27; Will +25; +2 status to all saves vs. divine
HP 240
Speed 50 feet (fly 140 feet)
Immunities fear effects, paralyzed, sleep
Weaknesses Unholy 15

Jaws One Action +28 (+23, +18) to hit (holy, magical, reach 10, unarmed) 3d10+11 Piercing
Claw One Action +28 (+24, +20) to hit (agile, holy, magical, unarmed) 3d8+11 Slashing
Tail One Action +26 (+21, +16) to hit (holy, magical, reach 15, unarmed) 3d10+11 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.

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. DivinePlay 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 34 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 40-foot cone. Each creature within the area takes 10d8 spirit damage (DC 34 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.

Let's Play! Two Actions

The dragon conjures up a magical arena to play a game, making up rules on the spot. Up to four target creatures inside the dragon's aura take 8d6 mental damage from the dragon's baffling explanation (DC 34 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 Prepared Spells (DC 34, +26 to hit)

Cantrips (7th Level): Bullhorn, Detect Magic, Divine Lance, Prestidigitation, Summon Instrument
1st Level: Concordant Choir, Item Facade, Ventriloquism
2nd Level: Cleanse Affliction, Clear Mind, Dispel Magic, Laughing Fit, Noise Blast, Revealing Light
3rd Level: Cozy Cabin, Heroism, Locate
4th Level: Vital Beacon
5th Level: Banishment, Breath of Life
6th Level: Blessed Boundary, Spirit Blast, Truesight
7th Level: Regenerate, Sunburst

Divine Innate Spells (DC 34, +26 to hit)

3rd Level: Safe Passage (At Will)
4th Level: Unfettered Movement (At Will)
5th Level: Banishment, Truespeech (Constant)
7th Level: Interplanar Teleport (At Will, Self Only)


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

Common

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.

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.