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Mirage ArchdragonCreature 22


RareHugeArcaneDragon
Source Pathfinder Lost Omens Draconic Codex
Perception +39 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Fey, Shadowtongue
Skills Lore +40, Acrobatics +40, Arcana +38, Athletics +40, Crafting +38, Deception +44, Diplomacy +42, Performance +42, Stealth +42, Thievery +40
Str +9, Dex +9, Con +7, Int +7, Wis +8, Cha +10

AC 47; Fort +34; Reflex +35; Will +39; +2 status to all saves vs. arcane
HP 450
Speed 70 feet (climb 50 feet, fly 210 feet)
Immunities fascinated, paralyzed, sleep

Jaws One Action +39 (+34, +29) to hit (magical, reach 15, unarmed) 4d10+17 Piercing
Claws One Action +39 (+35, +31) to hit (agile, magical, reach 10) 4d6+17 Slashing
Tail One Action +37 (+32, +27) to hit (magical, reach 20) 4d8+17 Bludgeoning

Camouflage

The dragon can [/act hide] in natural environments even if they don't have cover.

Illusion Sense

When the dragon moves within 30 feet of an illusion that can be disbelieved, they automatically attempt a secret check to disbelieve, even if they didn't spend an action to Interact.

+2 Status to All Saves vs. ArcaneScintillating Defense Reaction (visual)

Trigger The dragon is targeted with an attack


Effect The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains Concealment against the triggering attack.

Aura of Isolation (arcane, aura, illusion, visual)

60 feet. The mirage dragon warps the light around them, confounding their foes' vision. A creature who enters or begins its turn in the aura must succeed at a DC 42 will save or treat all its allies as Undetected by sight for 1 round (though it can use its other senses to ascertain their whereabouts).

Captivating Display One Action (arcane, visual)

Frequency once per 10 minutes


Effect The dragon opens the fins on their head, creating a radiant display of enthralling colors. Each creature in a 30-foot emanation must succeed at a DC 46 will save or be Dazzled and Slowed 1 (or Slowed 2 on a critical failure) for 1 round. Regardless of the result, a creature is then temporarily immune to Captivating Display for 1 minute.

Draconic Frenzy Two Actions

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

Draconic Momentum

The dragon recharges their Hallucinatory Breath whenever they score a critical hit with a Strike.

Hallucinatory Breath Two Actions (arcane, emotion, mental)

The dragon breathes a cloud that assaults the senses and deals 21d6 mental damage in a 60-foot cone (DC 46 will save). A creature that fails its save is also Confused for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour.

The dragon can't use Hallucinatory Breath again for 1d4 rounds.

Lunging Bite Two Actions

The dragon lunges their head forward, making a jaws Strike with an extended reach of 25 feet.

Sneak Attack

The dragon's Strikes deal an additional 3d6 precision damage to Off-Guard targets.


Arcane Innate Spells (DC 45, +40 to hit)

Cantrips (10th Level): Figment, Message
1st Level: Illusory Object (at will)
2nd Level: Illusory Creature, Invisibility (At Will)
4th Level: Mirage
5th Level: Illusory Scene (at will)
6th Level: Vibrant Pattern
9th Level: Phantasmagoria
10th Level: Manifestation


Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others.


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.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Arcane

This 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.

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.