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Sky Dragon (Ancient)Creature 18


Uncommon​Gargantuan​Divine​Dragon​Electricity​Metal​
Source Pathfinder Lost Omens Draconic Codex
Perception +32 (darkvision, scent (imprecise) 60 feet, mist vision)
Languages Common, Diabolic, Draconic, Empyrean, Sussuran, Talican
Skills Acrobatics +28, Athletics +34, Deception +28, Intimidation +32, Religion +35, Society +26, Stealth +28, Survival +28
Str +8, Dex +4, Con +5, Int +4, Wis +6, Cha +6

AC 42; Fort +31; Reflex +28; Will +32; +1 status to all saves vs. magic
HP 335
Speed 60 feet (fly 160 feet)
Immunities electricity, paralyzed, sleep

Jaws One Action +35 (+30, +25) to hit (electricity, magical, reach 15, unarmed) 3d10+16 Piercing + 3d12 Electricity
Claw One Action +35 (+31, +27) to hit (agile, magical, reach 10, unarmed) 3d8+16 Slashing
Tail One Action +33 (+28, +23) to hit (magical, reach 25, unarmed) 3d12+16 Bludgeoning

Mist Vision

Fog and mist don't impair a sky dragon's vision; they ignore the Concealed condition from fog and mist.

+1 Status to All Saves vs. MagicCountered by Fire

If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Steel Lightning Breath.

Effect: Countered by Fire

Fed by Earth (divine)

When a sky dragon is targeted by an earth spell or effect, they crystallize the minerals in their scales to create a light-bending or light-scattering layer for camouflage. For 1 minute, the dragon is Concealed while flying.

Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 38 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Coiling Frenzy Two Actions

The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures Grabbed or Restrained at a time; one in each of its front claws, and a last with their tail.

Divine Lightning (divine, holy)

Requirements The dragon worships a deity whose sanctification entry lists "holy"


Effect The sky dragon channels divine power through its attacks, making them more effective against the unholy. Any electricity damage it deals becomes spirit damage against unholy creatures.

Draconic Momentum

The dragon recharges Steel Lightning Breath whenever they score a critical hit with a Strike.

Greater Constrict One Action

(3d10+8) bludgeoning, DC 40 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Perfected Flight

A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight.

Steel Lightning Breath Two Actions (divine, electricity)

The dragon shoots a ball of electricity that deals 10d12 electricity damage in a 30-foot burst within 60 feet (DC 40 reflex save). They can't use Steel Lightning Breath again for 1d4 rounds.

Stunning Electricity Two Actions (divine, electricity, incapacitation)

The dragon rapidly coils, then unleashes crackling lightning that deals 5d12 electricity damage in a 60-foot emanation. Each creature in the area must attempt a DC 40 fortitude save; regardless of the outcome, the creature then becomes temporarily immune for 10 minutes.


Critical Success The creature is unaffected.

Success The creature takes half damage and is Stunned 1.

Failure The creature takes full damage, is stunned for 1 round, and can't fly for 4 rounds.

Critical Failure The creature takes double damage, is stunned for 2 rounds, and can't fly for 1 minute.


Divine Innate Spells (DC 40, +0 to hit)

1st Level: Gentle Landing, Gust of Wind
2nd Level: Invisibility
4th Level: Vapor Form


When the imperial dragons first arrived in the Universe, each was well-attuned to the elemental planes they hailed from. As the war between the Elemental Lords raged on and the benevolent lords fell one by one, the Planes of Metal and Wood sealed themselves away. For the dragons who originated from the Corroded Core, their very existence was now at stake. These dragons flew from mountaintop to mountaintop, seeking refuge from the then-perilous Tian Xia overrun by warring yaoguai. Finally, upon the mountain peaks of Chenlun, Gossamer, Kelsang, Kimu, Kullan, Kyojin, and the Wall of Heaven, celestial beings answered the dragons' cries for help. What the dragons no longer had in elemental metal, these celestials provided through divine blessings and essence. With their nature changed, the dragons as a species survived. In time, their proximity to the sky and the deities they serve became their namesake. Their past as elemental metal dragons became but a faded memory and creation myth for all but the sky dragons themselves to remember.

The sky dragons proved their gratitude with eternal service. Some became infused with the planar energies of the gods they served, becoming massive and powerful; many were among the progenitors of the modern empyreal dragon. Others stayed in the Universe, practicing their faith and perfecting the divine arts over life and spirit. Rare indeed are sky dragons who strike out on their own, wielding non-divine powers on missions unrelated to a greater will. The few who do retain much of their reclusive and contemplative nature, at least during their younger years.

With the recent return of the Plane of Metal, there have been careful inquiries about sky dragons' connection to that plane. Some wonder if they might find surviving distant relations. These inquiries are not out of curiosity, but need. While being empowered by celestial beings gave the sky dragons the power to defend themselves, it didn't solve the issue of elemental deficiency. Worse, the deficiency continues despite the Corroded Core's return. Sky dragon hatchlings, from eggs or live birth, are born vulnerable, with only patches of scales or none at all. Even with exposure to large deposits of mineral or salt veins (which serve as magnets and reservoirs for elemental metal energy), it can take decades before a hatchling's scales toughen to the point that they have adequate protection to leave the lair. If the Plane of Metal has an answer to this issue—either locations that might serve as a safe birthing or hatching grounds or a way to restore the dragon's ability to absorb ambient elemental energy—it's of utmost importance that all sky dragons learn of the method and opportunity.


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.

Divine

This 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.

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.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

Metal

Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.