Oath Archdragon (Spellcaster)Creature 22
Source Pathfinder Lost Omens Draconic Codex
Perception +43 (darkvision, scent (imprecise) 60 feet)
Languages Common, Diabolic, Draconic, Empyrean, Utopian
Skills Acrobatics +37, Athletics +42, Diplomacy +45, Religion +42, Society +45
Str +9, Dex +4, Con +9, Int +6, Wis +9, Cha +12
AC 50; Fort +37; Reflex +34; Will +42; +2 status to all saves vs. emotion
HP 400
Speed 60 feet (fly 180 feet)
Immunities paralyzed, sleep
Jaws
+40 (+35, +30) to hit (magical, reach 20) 3d12+24 PiercingClaw
+38 (+34, +30) to hit (agile, magical, reach 15) 3d8+24 SlashingTail
+38 (+33, +28) to hit (magical, reach 25) 3d10+24 BludgeoningBinding Oath (divine, linguistic, mental)
The dragon forges a bond with a willing creature over an hour-long ceremony, making them a bonded companion. The dragon can always sense their distance from the companion and if they're moving closer or farther away. A bonded companion automatically critically succeeds on basic saving throws against the oath dragon's abilities and spells. This link is permanent and neither can form a new link until one member dies. If the dragon or the bonded companion dies, the survivor learns the identity of the killer, but the shock leaves the survivor Stupefied 2 for 24 hours and prevents forming a new link for 1 month.
Effect: Binding Oath
+2 Status to All Saves vs. EmotionHeartening Aura (aura, emotion, mental)50 feet. All allies in the aura gain a +2 status bonus to attack and damage rolls. The dragon's bonded companion also gains fast healing 20.
Shielding Wing
Trigger The oath dragon or a bonded companion within 15 feet is targeted with an attack
Effect The dragon raises its wing to protect itself or the bonded companion, providing a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.
Effect: Shielding Wing
Castigating Breath
(divine, spirit)The dragon unleashes a pronouncement that strikes at the soul of its enemies, dealing 15d10 spirit damage in a 60-foot cone (DC 45 will save). The dragon can't use Castigating Breath for 1d4 rounds.
Dread Promise
(auditory, emotion, fear, mental)The dragon's roar shakes the resolve of all those who oppose them. The roar can be heard up to 1 mile away under the open sky. Any enemy who hears it is cowed by the dragon's resolve and must attempt a DC 45 will save.
Critical Success The creature is unaffected and becomes temporarily immune for 1 hour.
Success The creature becomes Frightened 2.
Failure The creature becomes Frightened 3 and is Immobilized for as long as it's frightened.
Critical Failure The creature becomes Frightened 4 and is Fleeing for as long as it's frightened.
Inspiring Word
(auditory, divine, emotion, mental)All allies within the dragon's heartening aura become Quickened for 1 round. Allies can use this extra action to Raise a Shield, Step, Stride, or Strike.
Oathbreaker's Curse (curse, death, divine)If a bonded companion willingly breaks their oath, they retain the benefit of being a bonded companion but are immediately cursed with no initial saving throw. The cursed creature can attempt saving throws as noted to prevent the curse from worsening.
Saving Throw DC 50 will
Effect The cursed creature is Doomed 1 and can't reduce their doomed value below 1 while they're cursed. The first time the cursed creature encounters the oath dragon each day, they must attempt a saving throw. In addition, each time the creature critically fails a Strike or spell attack against the oath dragon, they must attempt a saving throw. On a failure, their doomed value increases by 1, 2 on a critical failure, to a maximum of Doomed 3.
Pull 10 feet
Requirements The monster's last action was a success with a Strike that lists Pull in its damage entry
Effect The monster attempts to Reposition the creature, moving it closer to the monster. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Pull lists a distance, change the distance the creature is pulled on a success to that distance.
Push 20 feet
Requirements The monster's last action was a successful Strike that lists 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 Push lists a distance, change the distance the creature is pushed on a success to that distance.
Divine Prepared Spells (DC 45, +37 to hit)
Cantrips (10th Level): Bullhorn, Detect Magic, Forbidding Ward, Guidance, Stabilize
1st Level: Heal, Protection, Spirit Link, Thoughtful Gift
2nd Level: Cleanse Affliction, Clear Mind, Dispel Magic, Resist Energy, Sound Body, Status, Translate
3rd Level: Heroism
4th Level: Vital Beacon
5th Level: Truespeech
6th Level: Field of Life, Zealous Conviction
7th Level: Divine Decree, Energy Aegis, Spell Riposte
9th Level: Foresight
10th Level: Revival
2nd Level: Share Life (at will)
3rd Level: Ring of Truth (at will)
5th Level: Spiritual Guardian
6th Level: Scintillating Safeguard
9th Level: Weapon of Judgment
10th Level: Indestructibility
Rituals
Oath dragons are the embodiment of a cause that they pursue with unerring determination. They draw their power not from mere words, but from the meaning and ideals that those words carry. Their dedication has led to the widespread imagery of oath dragons fighting alongside noble champions trying to bring goodness where only corruption is thought to dwell. Yet, there is nothing more terrifying than the power of an oath dragon who swears to a violent cause or who is dragged into damnation by their loyalty.
While an oath dragon can theoretically be dedicated to multiple ideals, they usually choose a single cause that they pursue with incredible devotion. They provide aid to those who share their dedication and fight fiercely against those who oppose it, all to uphold their ideals. Regardless of the causes they embrace, these dragons do so wholeheartedly. This unwavering determination gives them an intensity that is rarely matched by other creatures, spurring even the most reluctant ally to action.
Traits
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.
DivineThis 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.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.