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Vorpal ArchdragonCreature 21


Rare​Gargantuan​Arcane​Dragon​Metal​
Source Pathfinder Lost Omens Draconic Codex
Perception +38 (darkvision, scent (imprecise) 150 feet)
Languages Common, Aklo, Draconic, Fey, Talican
Skills Acrobatics +37, Arcana +42, Athletics +43, Diplomacy +34, Intimidation +37, Nature +40
Str +11, Dex +6, Con +7, Int +7, Wis +6, Cha +6

AC 46; Fort +41; Reflex +35; Will +38;
HP 400
Speed 25 feet (fly 200 feet)
Immunities confused, doomed, sleep, paralyzed
Resistances Fire 25

Chin Blade One Action +39 (+34, +29) to hit (magical, reach 20) 4d8+21 Slashing
Claw One Action +39 (+35, +31) to hit (agile, magical, reach 15) 4d6+21 Slashing
Tail One Action +37 (+32, +27) to hit (magical, reach 25, sweep) 4d12+21 Slashing
Pinion One Action +35 (+31, +27) to hit (agile, magical, propulsive, versatile p) 4d8+16 Slashing

+2 Status to All Saves vs. ArcaneCutting Rebuke Reaction

Trigger A creature within reach of the dragon's chin blade that the dragon can see makes a Strike against the dragon


Effect The dragon makes a chin blade Strike against the triggering creature.

Draconic Frenzy Two Actions

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

Draconic Momentum

The dragon recharges their Feast of Blood whenever they score a critical hit with a Strike.

Dragon's Teeth Three Actions

Frequency once per day


Effect A vorpal archdragon never fights alone save by choice, for within their pinioned wings an army of armaments stands ever ready. With a snap of their wings, the archdragon rains blades across the battlefield in a 100-foot line, dealing 22d6 slashing damage with a DC 44 reflex save. These blades are partially animated and remain in the area for 10 minutes, during which time the area is considered greater difficult terrain for every creature except for the archdragon. Any creature that enters the area or begins their turn within or adjacent to this area takes (4d8+16) slashing damage (DC 44 reflex save).

Feast of Blood Two Actions (arcane, void)

The dragon inhales sharply, pulling blood from wounds and into the dragon's maw. Each creature in a 20-foot emanation takes their current persistent bleed damage plus 14d6 void damage (DC 45 will save). The dragon gains temporary Hit Points equal to half the greatest amount of void damage dealt to a single creature this way. The dragon can't use Feast of Blood again for 1d4 rounds.

Gruesome Cuts (arcane, poison)

Persistent bleed damage inflicted by the dragon, even magically, carries a poison that inhibits clotting. Healing the creature to full HP doesn't end the bleeding, the DC of any flat check to recover is 2 higher, and the DC to stop the bleeding using Administer First Aid is 40. This poison can be counteracted (DC 41), and successfully doing so ends the bleeding.

Heads Will Roll! Two Actions

Frequency once per minute


Effect The vorpal dragon swoops across the battlefield, sweeping their axe-bladed tail through their foes. The dragon Flies twice; at any point during this movement, the dragon makes up to two chin blade Strikes, each against a different creature within reach. The dragon's multiple attack penalty doesn't increase until all Strikes are made.

Vorpal Binding (arcane)

The vorpal dragon beheads its foes—sometimes without killing them. A vorpal dragon's chin blade Strikes count as having the vorpal weapon property rune for the purpose of weaknesses. Whenever the vorpal dragon critically succeeds on a chin blade Strike, it deals an additional 6d6 persistent bleed damage, which can be ended normally.

When a vorpal dragon rolls a natural 20 on a chin blade Strike, the target must attempt a DC 44 fortitude save; this has the incapacitation trait. On a failure, the creature is beheaded. A creature beheaded this way does not automatically die; instead, their head and body live on, disconnected but mystically linked, with the head controlling the body from afar. A beheaded creature is Clumsy 2 and Dazzled as they attempt to coordinate movements from an unusual perspective, or Clumsy 4 and Blinded and Deafened if their head can't perceive their body from its location. These conditions are suppressed if the body holds its head, and don't apply to actions performed exclusively by the head, mind, or voice. If the body is killed, the head can live on, but destroying the head kills the body as well. This effect can be ended only by Regenerate, Breath of Life, or any effect that restores life to the dead; only effects that restore an incomplete corpse will replace an absent or destroyed body, however. The dragon can choose to instantly kill a creature when beheading them, as per the vorpal weapon property rune's activation.


Arcane Innate Spells (DC 44, +0 to hit)

4th Level: Seal Fate
6th Level: Field of Razors
7th Level: Beheading Buzz Saw, Interplanar Teleport (First World and the Universe only)


Vorpal dragons were not created by some ancient divinity nor born of a specific realm or force. Their birth was an arcane accident, the result of unstoppable magic contacting immovable beast. In unknowable ancient ages, the first jabberwock was wrought by the Eldest and the first vorpal sword was wrought in turn to slay the beast. When that very first blade went snicker-snack for the very first time, tasting the primeval lifeblood of the draconic Tane, the first vorpal dragon was born.

Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. Unusually, however, the subject survives as a bipartite creature: a headless body controlled by a detached head that still thinks and speaks, and which can outlive said body's destruction. It's not uncommon for would-be dragonslayers to be sent home carrying their own heads under one arm as a lesson in humility. The unluckier ones, alas, may be kept as trophies—and, in a very literal sense, conversation pieces—while the dragon devours their greater portion. Some might even wear their favorite severed heads as a macabre necklace.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.

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.