Phase ArchdragonCreature 22
Source Pathfinder Lost Omens Draconic Codex
Perception +38 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic
Skills Lore +44, Acrobatics +41, Arcana +42, Athletics +38, Diplomacy +40, Nature +37, Occultism +40, Religion +37
Str +7, Dex +9, Con +5, Int +10, Wis +8, Cha +7
AC 47; Fort +33; Reflex +38; Will +37; +2 status to all saves vs. arcane
HP 300
Speed 70 feet (fly 210 feet)
Immunities immobilized, paralyzed, sleep
Jaws
+40 (+35, +30) to hit (magical, reach 15) 4d12+17 PiercingClaw
+40 (+36, +32) to hit (agile, magical, reach 10) 4d8+17 SlashingTail
+38 (+33, +28) to hit (magical, reach 10) 4d10+17 Bludgeoning+2 Status to All Saves vs. ArcaneRedirect
(arcane, teleportation)Trigger A creature within 100 feet casts a teleportation spell or uses a teleportation effect to appear within 100 feet
Effect The dragon determines the destination of the spell or effect. It must be within 100 feet of the dragon and in the spell's range, on the ground, and in a space with no hazards.
Shoo!
(arcane, teleportation)Trigger An enemy within 15 feet damages the dragon
Effect The dragon teleports the creature up to 45 feet away. The destination must be on the ground and in a space with no hazards.
Unerring LocationThe dragon automatically attempts to counteract any teleportation effect that targets them (counteract rank 10th, counteract modifier +37). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally.
Blinking Barrage
(arcane, concentrate, teleportation)The dragon channels all their teleportation prowess into a remarkable series of blows. The dragon teleports up to 70 feet to a space adjacent to a creature and makes a claw Strike against that creature. The dragon can do this any number of times, teleporting to a different creature each time. Each attack counts toward their multiple attack penalty, but the penalty does not increase until all attacks have been made. The dragon cannot take actions with the teleportation trait again until the end of their next turn.
Dislocating Breath
(arcane, teleportation)The dragon exhales a swirl of energy that pulls creatures apart, dealing 21d6 force damage in a 60-foot cone (DC 45 reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 60 feet (or twice as far on a critical failure) in any direction. The destination must be on the ground and in a space with no hazards. The dragon can't use Dislocating Breath again for 1d4 rounds.
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order.
Draconic MomentumWhenever they score a critical hit with a Strike, the dragon chooses to either recharge Dislocating Breath or regain an expended teleportation spell.
Phase Jump
(arcane, concentrate, teleportation)Frequency once per round
Effect The dragon teleports up to 120 feet. If they are airborne, they maintain their momentum, and do not fall at the end of their turn, even if they didn't use an action to Fly.
Portal Strike
(arcane, concentrate, manipulate, teleportation)The dragon momentarily opens a small portal and makes a claw Strike against a creature within 120 feet. The target is Off-Guard to the Strike.
Arcane Innate Spells (DC 45, +37 to hit)
Cantrips (10th Level): Detect Magic, Know the Way (constant), Read Aura
4th Level: Flicker, Planar Tether, Translocate, Translocate (at will)
6th Level: Teleport
7th Level: Interplanar Teleport, Planar Seal
8th Level: Quandary
10th Level: Gate
Rituals
Gathering Call, Teleportation Circle
No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning magic. Explorers and scholars, phase dragons move about at will, discovering new locales and the arcane secrets of teleportation. They frequently establish multiple lairs in far-flung places they repeatedly visit. Beyond the typical wealth found in lairs, phase dragons tend to keep items of sentimental value from their travels, such as a particularly rare flower from the region or a piece by a local artist.
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.
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.