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Sovereign Dragon (Adult)Creature 15


HugeDragonEarthOccult
Source Pathfinder Lost Omens Draconic Codex
Perception +29 (darkvision, scent (imprecise) 60 feet, sanctified sight)
Languages Chthonian, Common, Diabolic, Draconic, Empyrean, Truespeech
Skills Acrobatics +25, Athletics +31, Deception +28, Diplomacy +32, Intimidation +30, Occultism +25, Society +27, Stealth +25, Survival +27
Str +8, Dex +4, Con +6, Int +4, Wis +6, Cha +7

AC 37; Fort +27; Reflex +23; Will +29; +1 status to all saves vs. magic
HP 275
Speed 50 feet (fly 150 feet)
Immunities paralyzed, sleep
Weaknesses Cold Iron 15
Resistances Mental 15

Jaws One Action +30 (+25, +20) to hit (magical, reach 15, unarmed) 3d10+14 Piercing + 2d6 Mental
Claw One Action +30 (+26, +22) to hit (agile, magical, reach 10, unarmed) 3d8+14 Slashing
Tail One Action +28 (+23, +18) to hit (magical, reach 20, unarmed) 3d12+14 Bludgeoning

Sanctified Sight

The dragon can automatically detect if a creature, effect, or item is sanctified, and whether it's holy or unholy.

+1 Status to All Saves vs. MagicFrightful Presence (aura, emotion, fear, mental)

90 feet. DC 34 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.

Violent Retort Reaction

Trigger A creature within the sovereign dragon's reach critically hits the dragon


Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon.

Change Shape One Action (concentrate, polymorph)

The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

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 their front claws, and a third with their tail.

Draconic Momentum

The dragon recharges Sovereign's Rebuke whenever they score a critical hit with a Strike.

Gleaming Armor One Action (light, occult)

Frequency once per hour


Effect The dragon's armor glows with a golden light. The dragon gains a +2 status bonus to AC and resistance 15 to acid, cold, electricity, fire, and sonic damage. Each enemy in a 20-foot emanation must succeed at a DC 36 fortitude save or be Dazzled. All these effects last until the end of the dragon's next turn.

Greater Constrict One Action

(3d10+8) bludgeoning, DC 36 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.

Inspire Envoy Two Actions (mental, occult)

Frequency once per day


Effect The dragon chooses a mortal and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +1 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks. The dragon can Dismiss this benefit, which they're swift to do if the mortal dares to defy the dragon's directive.

Effect: Inspire Envoy

Sovereign's Rebuke Two Actions (mental, occult)

The dragon unleashes a roar charged with psychic energy, dealing 16d6 mental damage in a 40-foot cone (DC 36 will save). The dragon can't use Sovereign's Rebuke again for 1d4 rounds.


Occult Innate Spells (DC 36, +0 to hit)

4th Level: Shape Stone, Suggestion, Suggestion (At Will)
5th Level: Truespeech (Constant), Wall of Stone


There were supposedly dragons of pure elemental earth, once. These were imperial dragons who, like their other elemental counterparts, came to the Universe, lived, and died, their bodies becoming part of the continent. As fire became lava, wood became forests, water the seas, lakes, and rivers, and metal the veins of precious minerals, so earth became the land, the stone, the mountains. By way of logic, if there exist such environments and entities today, then earth dragons must exist too. Or have existed, once upon a primeval time.

And yet among the imperial dragons today there are only sovereign dragons, who leave serpentine skeletons behind upon death in place of rock, stone, or land. The dragons' innate spellcasting, weakness to unheated iron, and other traits highly suggest that they're associated with elemental earth. The rest of their powers have little to no such association, instead centered on the mysteries of the metaphysical spirit and mind.

There's no clear explanation for why sovereign dragons are the way they are today. Some guess it might have been a deal to fulfill personal ambition, to go from those tasked with selecting rulers to becoming the rulers themselves. Others wonder if the lands of Tian Xia were corrupted in the past, and the earth dragons walked away from their elemental natures to save themselves. Perhaps they too became empyreal dragons, but then returned to the lands of mortals when no suitable ruler rose to the throne.


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.

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.

Earth

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

Occult

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.