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Sovereign Dragon (Ancient, Spellcaster)Creature 20


UncommonGargantuanDragonEarthOccult
Source Pathfinder Lost Omens Draconic Codex
Perception +36 (darkvision, scent (imprecise) 60 feet, sanctified sight)
Languages Chthonian, Common, Diabolic, Draconic, Empyrean, Truespeech
Skills Acrobatics +31, Athletics +38, Deception +37, Diplomacy +41, Intimidation +37, Occultism +31, Society +35, Stealth +31, Survival +34
Str +10, Dex +5, Con +7, Int +5, Wis +8, Cha +9

AC 45; Fort +35; Reflex +31; Will +36; +1 status to all saves vs. magic
HP 410
Speed 60 feet (fly 180 feet)
Immunities paralyzed, sleep
Weaknesses Cold Iron 20
Resistances Mental 20

Jaws One Action +38 (+33, +28) to hit (magical, reach 20, unarmed) 4d10+18 Piercing + 3d6 Mental
Claw One Action +38 (+34, +30) to hit (agile, magical, reach 15, unarmed) 4d8+18 Slashing
Tail One Action +36 (+31, +26) to hit (magical, reach 25, unarmed) 4d12+18 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 40 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.

Mentalist Counterspell Reaction (occult)

Trigger The dragon is targeted by a mental effect they're aware of


Effect The dragon immediately attempts to counteract the triggering effect (counteract modifier +32, counteract rank 10).

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.

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 20 to acid, cold, electricity, fire, and sonic damage. Each enemy in a 20-foot emanation must succeed at a DC 42 fortitude save or be Dazzled. All these effects last until the end of the dragon's next turn.

Greater Constrict One Action

(4d8+10) bludgeoning, DC 42 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 +2 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 21d6 mental damage in a 50-foot cone (DC 42 will save). The dragon can't use Sovereign's Rebuke again for 1d4 rounds.


Occult Prepared Spells (DC 42, +34 to hit)

Cantrips (10th Level): Daze, Detect Magic, Prestidigitation, Read Aura, Shield
1st Level: Command, Illusory Disguise, Sure Strike
2nd Level: Clear Mind, Silence, Status, Translate
3rd Level: Enthrall, Heroism, Hypnotize
4th Level: Detect Scrying, Flicker
5th Level: Dreaming Potential, Subconscious Suggestion, Truespeech
6th Level: Dominate, Never Mind, Zealous Conviction
7th Level: Planar Palace, Planar Seal, True Target
8th Level: Disappearance, Dream Council, Quandary
9th Level: Foresight, Overwhelming Presence, Telepathic Demand

Occult Innate Spells (DC 42, +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

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.

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.