Fortune Dragon (Ancient, Spellcaster)Creature 19
Source Pathfinder Monster Core
Perception +30 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Dwarven, Petran
Skills Lore +37, Lore +37, Acrobatics +36, Arcana +37, Athletics +34, Crafting +37, Diplomacy +32, Thievery +36
Str +9, Dex +9, Con +8, Int +10, Wis +5, Cha +5
AC 43; Fort +31; Reflex +34; Will +32; +2 status to all saves vs. arcane
HP 300
Speed 80 feet (fly 180 feet)
Immunities drained, paralyzed, sleep
Jaws
+34 (+29, +24) to hit (magical, reach 20, unarmed) 4d10+15 Piercing + 1d6 ForceClaw
+34 (+30, +26) to hit (agile, magical, reach 15, unarmed) 1d6 Force + 4d6+15 PiercingTail
+32 (+27, +22) to hit (magical, reach 25) 1d6 Force + 4d10+15 Bludgeoning+2 Status to All Saves vs. ArcaneAura of Disruption (arcane, aura)
120 feet.
The dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 35 temporary Hit Points that last for 1 minute.
Capture Spell
(arcane)Trigger The dragon succeeds or critically succeeds on a saving throw against a spell
Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 10, counteract modifier +37). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Disruptive Breath
(arcane, force)The dragon unleashes a spray of magic-disrupting energies that deals 18d6 force damage in a 60-foot cone (DC 45 reflex save). Creatures that fail become Stupefied 1 (Stupefied 2 on a critical failure) for 1 minute.
The dragon can't use Disruptive Breath again for 1d4 rounds.
Drain Hoard
Requirements The dragon is within 60 feet of their hoard
Frequency once per day
Effect The dragon draws power out of the magic items in their hoard, regaining all their expended spontaneous spell slots.
Share the Wealth
Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered)
Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 18d10 bludgeoning damage with a DC 40 reflex save to all creatures in a 50-foot emanation. The dragon's body is then no longer covered in riches.
Treasure Dive
Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard
Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot.
The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 38 reflex save or be pushed 10 feet (or pushed 20 feet and knocked Prone on a critical failure).
Arcane Prepared Spells (DC 45, +37 to hit)
Cantrips (10th Level): Electric Arc, Figment, Prestidigitation, Shield, Telekinetic Hand
1st Level: Grease, Gust of Wind, Item Facade, Phantasmal Minion
2nd Level: Invisibility, Mist, Web
3rd Level: Aqueous Orb, Haste
4th Level: Flicker, Translocate, Vision of Death
5th Level: Howling Blizzard, Scouting Eye, Toxic Cloud
6th Level: Cursed Metamorphosis, Teleport, Wall of Force
7th Level: Contingency, Energy Aegis, Planar Palace
8th Level: Arctic Rift, Disappearance, Uncontrollable Dance
9th Level: Detonate Magic, Falling Stars, Phantasmagoria
Cantrips (10th Level): Detect Magic, Read Aura
1st Level: Force Barrage
3rd Level: Fireball
4th Level: Unfettered Movement
5th Level: Slither
6th Level: Chain Lightning
7th Level: Warp Mind
8th Level: Quandary
9th Level: Implosion
Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities.
Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
Draconic Spellcasters
Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
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.
ArcaneThis magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.