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Executor Dragon (Ancient)Creature 18


UncommonHugeDivineDragon
Source Pathfinder Lost Omens Draconic Codex
Perception +30 (darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet)
Languages Common, Draconic, Plus One Additional Language Spoken By Celestials, Fiends, Or Monitors As Appropriate; Truespeech
Skills Lore +31, Acrobatics +29, Athletics +35, Intimidation +31, Religion +35, Survival +31
Str +9, Dex +4, Con +5, Int +3, Wis +6, Cha +4

AC 42; Fort +32; Reflex +30; Will +35; +2 status to all saves vs. divine
HP 335
Speed 80 feet (fly 150 feet)
Immunities paralyzed, sleep, sonic

Jaws One Action +35 (+30, +25) to hit (magical, reach 15, sanctified, unarmed) 3d10+17 Piercing
Claw One Action +35 (+31, +27) to hit (agile, magical, reach 10, sanctified, unarmed) 3d8+17 Slashing
Tail One Action +33 (+28, +23) to hit (magical, reach 20, sanctified, unarmed) 3d12+17 Bludgeoning

Divine Sanctification

Once an executor dragon reaches adulthood, they are expected to sanctify as either holy or unholy; they gain the corresponding trait and weakness 15 to the opposing sanctification.

+2 Status to All Saves vs. DivineAura of Authority (aura, emotion, mental)

60 feet. The divine majesty of an ancient executor dragon can't be denied. A creature that enters or begins their turn in the aura must attempt a DC 37 will save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's aura of authority for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Stupefied 1 for 1 minute.

Failure The creature is Stupefied 2 for 1 minute.

Critical Failure The creature is Stupefied 3 for 10 minutes.

Rage of the Divine Reaction (divine, sanctified, spirit)

Trigger The dragon is critically hit by an attack


Effect Raw divine power flashes through the executor dragon harming anyone who dares strike it so brazenly. The creature who dealt the triggering attack takes 7d8 spirit damage with a DC 37 will save.

Change Shape One Action (concentrate, divine, polymorph)

The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Divine Utterance Two Actions (divine, sonic)

The dragon screams the truth of the divine, dealing 15d8 sonic damage in a 50-foot cone (DC 40 reflex save). They can't use Divine Utterance again for 1d4 rounds.

Draconic Frenzy Two Actions

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

Draconic Momentum

The dragon recharges their Divine Utterance whenever they score a critical hit with a Strike.


Divine Innate Spells (DC 40, +0 to hit)

Cantrips (9th Level): Bullhorn
3rd Level: Crisis of Faith
5th Level: Divine Immolation, Truespeech (Constant)
9th Level: Overwhelming Presence


Legends state the first executor dragons formed from the rage-filled screams of Sarenrae during her struggle against the Rough Beast. In the face of an enemy even she had no hope of redeeming, the ever-compassionate Dawnflower allowed her divine fury to escape from her lips as she struck down the primordial god, and from this act of anathema, the first executor dragons were given form. Since that moment, executor dragons represent the full wrath of the gods. Divine in nature, executor dragons typically appear to punish those who have strayed so far from the path of their deity's edicts as to begin embracing the anathema. Due to their potent nature as weapons of the divine, executor dragons are generally drawn to target not a single misbehaving follower, but entire villages, cities, or towns that have turned their backs on their gods. Many of the gods prefer not to use executor dragons as part of their punishment of mortal transgressors, and instead keep them reserved for the days of apocalyptic battles.

Though many believe executor dragons are spawned from divine magic, they are fully biological creatures. Compelled by faith and devotion and disgusted by hypocrisy and base cruelty, executor dragons tend to live near human settlements, but rarely within them. They form small familial groups when young, but grow more independent as they age, seeking to claim territory uninhabited by other dragons. Their chosen lairs tend to be locations secreted away, either in the ruins of mountaintop monasteries or in the cavernous depths beneath abandoned places of worship. For the few executor dragons that live actively among non-draconic peoples, even fewer do so in their natural forms. They are sometimes found living disguised as traveling lay priests who bring healing and alms for the needy, choristers singing hymnals, wandering monastic scholars who ask challenging and conflicted questions about faith, or quiet church custodians who protect and beautify their chosen houses of worship. It's said that one or more executor dragons might have even taken up the defense of Kenebres after its near destruction at the hands of the Khorramzadeh, Storm King of the Worldwound.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.