Manifestation Of DahakCreature 24
Source Pathfinder #150: Broken Promises
Perception +46 (darkvision, scent (imprecise) 120 feet, smoke vision)
Languages Chthonian, Common, Diabolic, Draconic, Elven, Empyrean, Fey, Jotun, Orcish, Telepathy 200 Feet
Skills Lore +48, Acrobatics +38, Arcana +45, Athletics +45, Deception +45, Diplomacy +48, Intimidation +48, Occultism +40, Religion +40, Society +38
Str +12, Dex +8, Con +10, Int +8, Wis +8, Cha +9
AC 52; Fort +42; Reflex +36; Will +38; +2 status to all saves vs. magic
HP 600
Speed 60 feet (fly 200 feet)
Immunities fire, paralyzed, sleep
Weaknesses Holy 26
Resistances Acid 26, Cold 26, Electricity 26, Poison 26
Jaws
+44 (+39, +34) to hit (fire, magical, reach 20, unarmed) 5d10+10 Piercing + 4d6 FireClaw
+44 (+40, +36) to hit (agile, magical, reach 15, unarmed) 8d8+8 SlashingTail
+43 (+38, +33) to hit (magical, reach 25) 6d10+12 SlashingWing
+43 (+39, +35) to hit (agile, magical, reach 20) 8d8+8 SlashingImprisoned
Dahak's manifestation can't physically exit the Adamantine Fen until conditions are right. Planar travel effects do not allow it to escape, nor can they banish it from the Adamantine Fen.
Smoke VisionSmoke doesn't impair a red dragon's vision; it ignores the Concealed condition from smoke.
+2 Status to All Saves vs. MagicAttack of Opportunity (Jaws Only)
Jaws only
Trigger A creature within the monster's reach 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 monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Dragonstorm Aura (aura, divine)10 feet. DC 45 reflex
2d6[acid],2d6[cold],2d6[electricity],2d6[fire],2d6 poison10d6 damage split evenly between acid, cold electricity, fire, and poison.
Frightful Presence (aura, emotion, fear, mental)120 feet. DC 45 will
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.
Redirect Energy
(divine)Trigger A creature within 100 feet casts an acid, cold, fire, electricity, or poison spell, or such a spell otherwise comes into effect from a source within 100 feet
Effect The manifestation of Dahak makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.
Constrict
(2d10+10)[bludgeoning],2d6 fire2d10+10 bludgeoning damage plus 2d6 fire damage, DC 48 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.
Draconic Frenzy
The dragon makes two claw Strikes and one wing Strike in any order.
Draconic MomentumThe dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Dragonstorm Breath
(divine)The manifestation of Dahak breathes a blast of dragonstorm energy that deals 5d6[acid],5d6[cold],5d6[electricity],5d6[fire],5d6 poison5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage in a 60-foot cone (DC 48 reflex save). It can't use Dragonstorm Breath again for 1d4 rounds.
Focused Breath Weapon
(divine)The manifestation breathes a blast of energy that deals 12d12 damage in a 90-foot line (DC 44 reflex save). The type of damage this Breath Weapon deals can be 12d12 acidacid, 12d12 coldcold, 12d12 electricityelectricity, 12d12 firefire, or 12d12 poisonpoison, as chosen by the manifestation when it attacks. The manifestation can't use its focused Breath Weapon again for 2 rounds, and the next time it uses its Breath Weapon, it must deal a different type of damage than the previous usage.
Improved Grab
Trigger The monster's last action was a successful Strike that lists Improved 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 as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Improved Push
Trigger The monster's last action was a successful Strike that lists Improved Push in its damage entry
Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Improved Push lists a distance, change the distance the creature is pushed on a success to that distance.
Prepared Divine Spells (DC 48, +44 to hit)
Cantrips (10th Level): Detect Magic, Divine Lance, Guidance, Read Aura, Shield
1st Level: Command, Harm, Heal, Ray of Enfeeblement
2nd Level: Dispel Magic, See Invisibility
3rd Level: Blindness, Chilling Darkness, Vampiric Touch
4th Level: Divine Wrath
5th Level: Abyssal Plague, Drop Dead
6th Level: Blade Barrier, Spirit Blast
7th Level: Eclipse Burst, Finger of Death
9th Level: Massacre, Telepathic Demand
10th Level: Miracle
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
AcidEffects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
ElectricityEffects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
PoisonAn effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.