Forest Dragon (Ancient, Spellcaster)Creature 19
Source Pathfinder Lost Omens Draconic Codex
Perception +33 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Fey, Muan, Nagaji
Skills Acrobatics +33, Athletics +36, Deception +33, Intimidation +33, Nature +36, Stealth +33, Survival +35
Str +9, Dex +4, Con +6, Int +5, Wis +7, Cha +5
AC 43; Fort +32; Reflex +29; Will +35; +1 status to all saves vs. magic
HP 375
Speed 40 feet (fly 160 feet)
Immunities paralyzed, poison, sleep
Weaknesses Fire 15
Jaws
+36 (+31, +26) to hit (magical, reach 20, unarmed) 4d10+17 Piercing + 3d6 PoisonClaw
+36 (+32, +28) to hit (agile, magical, reach 15, unarmed) 4d6+17 SlashingTail
+34 (+29, +24) to hit (magical, reach 30, unarmed) 4d8+17 Bludgeoning+1 Status to All Saves vs. MagicCountered by Metal
If the forest dragon takes damage from a metal item or effect with the metal trait, they lose woodland passage and Vanishing Tracks until the end of their next turn.
Fed by Water
(healing, primal, vitality)Frequency once per hour
Trigger The forest dragon is targeted with a water spell or effect
Effect The forest dragon gains 50 temporary Hit Points that last for 1 minute.
Frightful Presence (aura, emotion, fear, mental)90 feet. DC 39 will. Creatures with the animal, fungus, or plant trait take a –2 circumstance penalty to the save.
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.
Azure Swarm Breath
(primal)The dragon unleashes a swarm of insects that deals 18d6 piercing damage in a 60-foot cone (DC 41 reflex save) before dispersing. A creature that critically fails takes 3d6 persistent,poison damage. The dragon can't use Azure Swarm Breath again for 1d4 rounds.
Draining Blight
(healing, primal, void)Frequency once per day
Effect The dragon draws moisture from the living creatures surrounding them to heal their own wounds. Each living creature in a 30-foot emanation takes 10d10 void damage (DC 41 fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. All non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any associated difficult terrain, cover, and concealment.
Forest ShapeWhen casting One with Plants, a forest dragon can become a tree of the same size and age as themselves, using their own AC.
Greater Constrict
(4d8+9) bludgeoning, DC 41 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Lignifying Bite (plant, primal, wood)When a creature made of flesh is reduced to 0 Hit Points by the dragon's jaws Strike, that creature must attempt a DC 41 fortitude save. If it fails, it dies, and its flesh, made of earth in a metaphysical sense, turns to wood. The wood is living and might grow into a tree over time, but it can't be used as a body or piece of a body for Raise Dead or other magic that would return the creature to life.
Woodland PassageThe forest dragon ignores difficult terrain and greater difficult terrain from non-magical plants and fungi, such as bushes, vines, and undergrowth.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Primal Prepared Spells (DC 41, +33 to hit)
Cantrips (10th Level): Caustic Blast, Detect Magic, Guidance, Read Aura, Tangle Vine
1st Level: Goblin Pox, Pest Form, Weaken Earth
2nd Level: Animal Messenger, Darkness, Gecko Grip
3rd Level: Insect Form, Mad Monkeys, Speak with Plants, Wall of Thorns
4th Level: Mirage, Vapor Form
5th Level: Moon Frenzy, Nature's Pathway, Toxic Cloud
6th Level: Cursed Metamorphosis, Lignify, Tangling Creepers
7th Level: Eclipse Burst, Regenerate, True Target
8th Level: Desiccate, Punishing Winds, Rainbow Fumarole
9th Level: Implosion, Massacre
Cantrips (10th Level): Know the Way
1st Level: Fear (Animal, Fungi, and Plants Only), Vanishing Tracks (Constant, Forest Terrain Only)
2nd Level: Entangling Flora, One with Plants
6th Level: Tangling Creepers
"Never pick a wildflower you have not paid for, unless you dare risk the wrath of a dragon." This saying, and its variations, reflect the trepidations continental Tian Xia holds toward the forest dragon. The botanical dragons are considered wardens over life, plants, and the element of wood. Other imperial dragons seek them for their instincts and long memory, which make forest dragons invaluable consultants and decision makers during moments of crisis.
Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood. That some forest dragons yet reside in the recently returned Eternal Forest supports this theory, though this only answers the location of origin, not how the dragons came to be. The Elemental Lord Shumunue might resemble a forest dragon, but she is not one herself, so the mystery of the dragons' progenitor remains unanswered to this day.
Traits
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.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
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.
WoodEffects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.