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Phase Dragon (Young)Creature 9


LargeArcaneDragon
Source Pathfinder Monster Core 2
Perception +20 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic
Skills Lore +22, Acrobatics +19, Arcana +20, Athletics +17, Diplomacy +18, Nature +17, Occultism +18, Religion +17
Str +4, Dex +5, Con +3, Int +6, Wis +5, Cha +4

AC 27; Fort +15; Reflex +20; Will +19;
HP 120
Speed 40 feet (fly 120 feet)
Immunities immobilized, paralyzed, sleep

Jaws One Action +20 (+15, +10) to hit (magical, reach 10) 2d12+8 Piercing
Claw One Action +20 (+16, +12) to hit (agile, magical) 2d8+8 Slashing
Tail One Action +18 (+13, +8) to hit (magical, reach 15) 2d10+8 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 15 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 5th, counteract modifier +20). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally.

Dislocating Breath Two Actions (arcane, teleportation)

The dragon exhales a swirl of energy that pulls creatures apart, dealing 8d6 force damage in a 30-foot cone (DC 28 reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 30 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 Two Actions

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

Draconic Momentum

Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Dislocating Breath or regain an expended teleportation spell.

Phase Jump One Action (arcane, concentrate, teleportation)

Frequency once per round


Effect The dragon teleports up to 60 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.


Arcane Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Detect Magic, Know the Way, Read Aura
4th Level: Flicker, Translocate, Translocate (At Will)


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

Common

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.

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.