Phase Dragon (Adult, Spellcaster)Creature 13
Source Pathfinder Monster Core 2
Perception +25 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic
Skills Lore +25, Acrobatics +26, Arcana +27, Athletics +24, Diplomacy +25, Nature +23, Occultism +25, Religion +23
Str +5, Dex +7, Con +3, Int +8, Wis +6, Cha +5
AC 33; Fort +20; Reflex +25; Will +24;
HP 180
Speed 40 feet (fly 120 feet)
Immunities immobilized, paralyzed, sleep
Jaws
+26 (+21, +16) to hit (magical, reach 15) 3d12+12 PiercingClaw
+26 (+22, +18) to hit (agile, magical, reach 10) 3d8+12 SlashingTail
+24 (+19, +14) to hit (magical, reach 10) 3d10+12 Bludgeoning+2 Status to All Saves vs. ArcaneShoo!
(arcane, teleportation)Trigger An enemy within 15 feet damages the dragon
Effect The dragon teleports the creature up to 25 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 7th, counteract modifier +25). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally.
Dislocating Breath
(arcane, teleportation)The dragon exhales a swirl of energy that pulls creatures apart, dealing 12d6 force damage in a 40-foot cone (DC 33 reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 40 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.
Phase Jump
(arcane, concentrate, teleportation)Frequency once per round
Effect The dragon teleports up to 75 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 75 feet. The target is Off-Guard to the Strike.
Arcane Prepared Spells (DC 33, +25 to hit)
Cantrips (7th Level): Detect Magic, Figment, Message, Read Aura, Telekinetic Projectile
1st Level: Ant Haul, Force Barrage, Tailwind
2nd Level: Blur, Dispel Magic, Humanoid Form
3rd Level: Clairaudience, Haste, Safe Passage
4th Level: Liminal Doorway, Mirage, Unfettered Movement
5th Level: Banishment, Sending
6th Level: Scrying, Wall of Force
Cantrips (7th Level): Detect Magic, Know the Way (Constant), Read Aura
4th Level: Flicker, Translocate, Translocate (At Will)
6th Level: Teleport
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
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
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.