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Phase Dragon (Ancient, Spellcaster)Creature 18


UncommonGargantuanArcaneDragon
Source Pathfinder Monster Core 2
Perception +32 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic
Skills Lore +33, Acrobatics +34, Arcana +35, Athletics +32, Diplomacy +33, Nature +31, Occultism +33, Religion +31
Str +6, Dex +8, Con +4, Int +9, Wis +7, Cha +6

AC 41; Fort +27; Reflex +32; Will +31;
HP 250
Speed 60 feet (fly 180 feet)
Immunities immobilized, paralyzed, sleep

Jaws One Action +26 (+21, +16) to hit (magical, reach 15) 3d12+12 Piercing
Claw One Action +26 (+22, +18) to hit (agile, magical, reach 10) 3d8+12 Slashing
Tail One Action +24 (+19, +14) to hit (magical, reach 10) 3d10+12 Bludgeoning

+2 Status to All Saves vs. ArcaneShoo! Reaction (arcane, teleportation)

Trigger An enemy within 15 feet damages the dragon


Effect The dragon teleports the creature up to 35 feet away. The destination must be on the ground and in a space with no hazards.

Unerring Location

The dragon automatically attempts to counteract any teleportation effect that targets them (counteract rank 9th, counteract modifier +32). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally.

Blinking Barrage Three Actions (arcane, concentrate, teleportation)

The dragon channels all their teleportation prowess into a remarkable series of blows. The dragon teleports up to 60 feet to a space adjacent to a creature and makes a claw Strike against that creature. The dragon can do this up to four 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 Two Actions (arcane, teleportation)

The dragon exhales a swirl of energy that pulls creatures apart, dealing 17d6 force damage in a 50-foot cone (DC 40 reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 50 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 One Action (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 Two Actions (arcane, concentrate, manipulate, teleportation)

The dragon momentarily opens a small portal and makes a claw Strike against a creature within 90 feet. The target is Off-Guard to the Strike.


Arcane Prepared Spells (DC 40, +32 to hit)

Cantrips (9th 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: Disintegrate, Scrying, Teleport, Wall of Force
7th Level: Contingency, Energy Aegis, Retrocognition
8th Level: Pinpoint

Arcane Innate Spells (DC 40, +32 to hit)

Cantrips (9th 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


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.