Dragons are some of the most powerful creatures in Pathfinder. They’re often classified by age and older dragon usually means “more dangerous dragon.” However, there are plenty of dragons of different levels that you can use from drakes, to normal dragons, to the undead dragons.
15. Faerie Dragon
While Fairie Dragons are normally good creatures, who mostly play pranks, there’s a neverending supply of magical forces that can corrupt good creatures or drive them crazy. Things like magical corruption for example. And sometimes, a Faerie Dragon might decide to simply screw around with players.
The Faerie Dragon primarily relies on illusion magic like ghost sound or dancing lights. While it has claws, it will probably prefer to use telekinetic projectile. They can also use grease to make the ground slippery/
This dragon is tiny so while it isn’t as beefy as other dragons, it’s still a little harder to hit. Most Faerie Dragons will rely on trickery rather than damage output. Its breath will cause stupefication and slowing. A Faerie Dragon may try to test players or have something players want and require a chase to get.
Faerie Dragon stats
- Level 2
- Perception +16; darkvision
- Languages Common, Draconic, Sylvan; telepathy 100 feet
- Skills Acrobatics +8, Deception +8, Diplomacy +8, Nature +4, Stealth +10
- Str -2, Dex +4, Con +0, Int +2, Wis +0, Cha +2
- AC 18; Fort +5, Ref +12, Will +11
- HP 30; Immunities paralyzed, sleep
- Speed 15 feet, fly 40 feet, swim 20 feet
- Melee jaws +10 [+5/+0] (magical, finesse), Damage 1d4 piercing
- Arcane Innate Spells DC 21; 4th invisibility (self only)
- Arcane Spontaneous Spells DC 18, attack +10; 1st grease, illusory object, sleep (4 slots); Cantrips (1st) dancing lights, ghost sound, prestidigitation, tanglefoot, telekinetic projectile
- Breath Weapon (arcane, evocation, poison) The dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must succeed at a DC 18 Fortitude save or become stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute. The faerie dragon can’t use Breath Weapon again for 1d4 rounds.
14. River Drake
Drakes are relatives of dragons. Unlike dragons, drakes operate on animalistic instincts. They’re not as intelligent as dragons but they can still be dangerous.
As the name implies, River Drakes live along rivers, often attacking boats and taking things for their hordes. They’re at home equally in air or water. They can execute fly-by attacks and spit acid.
Battles with river drakes can get complicated if the party doesn’t have ranged attacks. There’s no guarantee that a River Drake will stay on the ground. And in some scenarios, a River Drake will flee if it feels overwhelmed or it finds what it’s looking for.
River Drake stats
- Level 3
- Perception +9; darkvision, scent (imprecise) 30 feet
- Languages Draconic
- Skills Acrobatics +11, Athletics +10, Intimidation +6, Stealth +9, Survival +7
- Str +3, Dex +4, Con +2, Int -1, Wis +2, Cha -1
- AC 19; Fort +11, Ref +9, Will +7
- HP 45; Immunities paralyzed, unconscious; Resistances acid 10
- Tail Lash Trigger A creature within reach of the river drake’s tail uses an action to Strike or attempt a skill check. Effect The river drake attempts to Strike the triggering creature with its tail. If it hits, the creature takes a –2 circumstance penalty to the triggering roll.
- Speed 20 feet, fly 50 feet, swim 30 feet
- Melee fangs +12 [+7/+2], Damage 2d8+3 piercing
- Melee tail +12 [+7/+2] (reach 10 feet), Damage 2d6+3 bludgeoning
- Caustic Mucus (acid, arcane, evocation) The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take 4d6 acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6 persistent acid damage and take a –5-foot status penalty to their Speed. This Speed reduction ends with the persistent acid damage. The river drake can't use Caustic Mucus again for 1d6 rounds.
- Draconic Frenzy The river drake makes one Fangs Strike and two Tail Strikes in any order.
- Speed Surge (move) The river drake moves up to twice its Speed. It can do this three times per day
13. Shadow Drake
Shadow Drakes like to hide in the shadows. They often operate in back alleys and like collecting shiny things. Shiny things are something that Pathfinders are in no short supply of. And they’re always being ordered to retrieve shiny things.
Shadow Drakes aren’t physically strong but make up for it with their stealth abilities. They can blend into shadows and use Shadow Evade to dodge attacks. They’re also fast and can increase their speed three times a day.
Their speed can be a problem for a chase scene. Of course, their breath attack can also present problems. Their breath deals 3d6 damage to anyone within a 5-foot burst. It also knocks out nearby lights, increasing a Shadow Drake’s stealth.
Shadow Drake stats:
- Level 2
- Perception +6; darkvision, scent (imprecise) 30 feet
- Languages Draconic
- Skills Acrobatics +8, Stealth +8, Thievery +8
- Str +1, Dex +4, Con +1, Int -1, Wis +0, Cha +2
- Light Blindness
- Shadow Blend The shadow drake's form shifts and blends reflexively with surrounding shadows. A shadow drake gains an additional reaction each round, but it can use this reaction only for Shadow Evade.
- Shadow Evade Trigger A creature attacks the shadow drake while it is in an area of dim light; Effect The shadow drake further obscures its position. The attacker must succeed at a DC 11 flat check in order to affect the shadow drake, as if the drake were Hidden for the triggering attack.
- AC 17; Fort +7, Ref +10, Will +6
- HP 28; Immunities paralyzed, sleep; Weaknesses fire 5
- Speed 15 feet, fly 60 feet
- Melee jaws +11 [+6/+1] (finesse), Damage 1d10+3 piercing
- Melee tail +11 [+7/+3] (agile, finesse), Damage 1d8+3 bludgeoning
- Draconic Frenzy The shadow drake makes one bite Strike and two tail Strikes in any order.
- Shadow Breath (arcane, cold, evocation, shadow) A shadow drake spits a ball of black liquid that explodes into a cloud of frigid black shadow. This attack has a range of 40 feet and explodes in a 5-foot-radius burst. Creatures within the burst take 3d6 cold damage (DC 18 basic Reflex save). The explosion of shadow also snuffs out mundane light sources the size of a torch, lantern, or smaller, and attempts to counteract magical light with a +10 counteract modifier. The shadow drake can't use Shadow Breath again for 1d6 rounds.
- Speed Surge Frequency three times per day; Effect The shadow drake Strides or Flies twice.
12. Zombie Dragon
Sometimes a dead dragon can be reanimated. Sometimes this is done by a particularly ambitious necromancer. Other times, necromantic energies can make it happen. Either way, a Zombie Dragon can become a problem,
The fact that a Zombie dragon is a zombie gives the party some degree of advantage. The Zombie Dragon is always slowed so it only gets two actions instead of three. However, it still hits hard.
One unique aspect to the Zombie Dragon is the breath attack. Instead of doing 10d6 of one type of damage, it does 5d6 of 2 types of damage (bludgeoning and poison). Mainly because its breath shoots out rotting viscera at the party. Which is pretty metal.
Zombie Dragon stats:
- Level 9
- Perception +16; darkvision
- Skills Acrobatics +16, Athletics +19
- Str +6, Dex +3, Con +4, Int -5, Wis +3, Cha -2
- Slow A zombie dragon is permanently slowed 1 and can't use reactions
- AC 27; Fort +19, Ref +18, Will +16
- HP 210 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10
- Speed 30 feet, fly 50 feet
- Melee upper jaw +21 [+16/+11] (reach 15 feet), Damage 2d10+12 piercing
- Melee claw +21 [+17/+13] (agile, reach 10 feet), Damage 2d8+12 slashing
- Melee tail +19 [+14/+9] (reach 20 feet), Damage 2d6+10 bludgeoning
- Breath Weapon The zombie dragon breathes a wave of fetid viscera that deals 5d6 bludgeoning and 5d6 poison damage (DC 28 basic Reflex save). A creature that critically fails is also sickened 2. The zombie dragon can't use Breath Weapon again for 1d4 rounds.
11. Flame Drake
Living near volcanoes, Flame Drakes are a lot like the Red Dragons. They’re less powerful and less intelligent. However, fighting Flame Drakes on their home turf can become a challenge.
If a party is fighting in a volcanic area, a Flame Drake has several advantages. They aren’t impacted by smoke so they ignore concealment from smoke common in a volcanic area. Secondly, the party will have to deal with rough terrain while a Drake can fly around.
Furthermore. a drake has one advantage over dragons: Range. Their fireball shoots 180 feet away from the Drake rather than a 30-foot cone. A particularly sadistic scenario is that the Flame Drake has to be forced to the ground or confronted in the air.
Flame Drake stats
- Level 5
- Perception +12; darkvision, scent (imprecise) 30 feet, smoke vision
- Languages Draconic
- Skills Acrobatics +10, Athletics +12, Stealth +9, Survival +10
- Str +5, Dex +1, Con +3, Int -1, Wis +3, Cha +0
- Smoke Vision Smoke doesn’t impair a flame drake’s vision; it ignores concealment from smoke.
- AC 22; Fort +12, Ref +10, Will +10
- HP 75; Immunities fire, paralyzed, unconscious; Weaknesses cold 10
- Attack of Opportunity Fangs only.
- Speed 20 feet, fly 50 feet
- Melee fangs +14 [+9/+4], Damage 2d8+5 piercing plus 1d6 fire
- Melee tail +14 [+9/+4] (reach 10 feet), Damage 2d6+5 bludgeoning
- Draconic Frenzy The flame drake makes two Fangs Strikes and one Tail Strike in any order.
- Fireball Breath (arcane, evocation, fire) The flame drake expels a ball of flame to a range of 180 feet that explodes in a 20-foot burst. Creatures in the burst take 6d6 fire damage (DC 22 basic Reflex save). The flame drake can't use Fireball Breath again for 1d6 rounds.
- Speed Surge (move) The fire drake moves up to twice its Speed. It can do this three times per day.
10. Jungle Drakes
While most dragon-type creatures use elements like fire and lightning, the Jungle Drake uses venom. This can make battles with this drake especially dangerous. Not only that, it thinks like a predator.
Jungle Drakes are not given to fits of mindless rage like many other drakes. It sets out to hunt down something to eat. Usually, it will go after the weakest party member (or whoever the party is escorting) and it can easily disrupt attempts to protect them. The venom it spits can affect anyone in a 10-foot burst and reduce their strength. Their tail also has a 10-foot reach. Its tail can disrupt move actions of anyone within reach.
This can be used to go after its prey or stop people from intervening. The other major issue for anyone trying to escape a Jungle Drake is its grab ability. Once a Jungle Drake grabs somebody, it will attempt to run off. A Jungle Drake can’t fly while doing this, but it can ignore the difficult terrain of the jungle and use a burst of speed to pull away faster.
Jungle Drake stats:
- Level 6
- Perception +13; darkvision, scent (imprecise) 30 feet
- Languages Draconic
- Skills Acrobatics +15, Athletics +13, Stealth +13, Survival +11
- Str +5, Dex +3, Con +4, Int -1, Wis +1, Cha +1
- AC 23; Fort +17, Ref +13, Will +11
- HP 90; Immunities disease, paralyzed, poison, unconscious
- Twisting Tail Trigger A creature within reach of the jungle drake’s stinger uses a move action or leaves a square during a move action it’s using. Effect The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature’s action
- Speed 20 feet, fly 50 feet; woodland stride
- Melee fangs +17 [+12/+7], Damage 2d10+7 piercing plus predatory grab
- Melee stinger +17 [+12/+7] (reach 10 feet), Damage 2d6+7 piercing plus Jungle Drake Venom
- Draconic Frenzy The jungle drake makes one Fangs Strike and two Stinger Strikes in any order.
- Jungle Drake Venom (poison) Saving Throw Fortitude DC 24; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round)
- Predatory Grab As Grab, but the jungle drake's Grab does not end if it moves away. Instead, it carries the grabbed creature with it. A jungle drake can't Fly while grabbing a creature unless that creature can also Fly.
- Speed Surge (move) The jungle drake moves up to twice its Speed. It can do this three times per day.
- Spit Venom (poison) A jungle drake can spit a sticky glob of its venom to a range of 50 feet that explodes in a 10-foot burst. Those in the burst must succeed at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake can't use Spit Venom again for 1d6 rounds.
- Woodland Stride The jungle drake ignores difficult terrain and greater difficult terrain from non-magical foliage.
9. Frost Drake
Whereas Jungle Drakes are more practical, Frost Drakes are more openly sadistic. They like to torture their opponents and have ambitions for more grandiose evil. Occasionally there is a mismatch between their ambition and ability but that doesn’t make them less dangerous.
Frost Drakes are one of the stronger varities of drakes and can do significant damage. If encountered in a snowy wilderness, they can be dangerous as they can burrow. The party will have to keep on their toes to avoid an ambush.
The Drake’s breath attack can turn large portions of the battlefield to ice for significant periods of time. If there’s more than one, it is possible for the battlefield to become a skating rink of death. The party risks falling prone on the ice while the Frost Drakes ignore it
Frost Drake stats:
- Level 7
- Perception +14; darkvision, scent (imprecise) 30 feet, snow vision
- Languages Draconic
- Skills Acrobatics +15, Athletics +17, Intimidation +14, Stealth +15
- Str +6, Dex +2, Con +4, Int -1, Wis +3, Cha +1
- Snow Vision Snow doesn’t impair a frost drake’s vision; it ignores concealment from snowfall.
- AC 25; Fort +17, Ref +15, Will +14
- HP 115; Immunities cold, paralyzed, unconscious; Weaknesses fire 10
- Retaliatory Strike Trigger A creature within reach of the frost drake’s tail successfully damages the frost drake with a Strike. Effect The frost drake attempts to Strike with its tail. If the Strike hits, it deals an additional 1d6 damage.
- Speed 20 feet, burrow 20 feet (snow only), fly 50 feet, ice climb 20 feet
- Melee fangs +17 [+12/+7], Damage 2d12+8 piercing plus 1d6 cold
- Melee tail +17 [+12/+7] (reach 10 feet), Damage 2d10+8 bludgeoning
- Draconic Frenzy The frost drake makes two Fangs Strikes and one Tail Strike in any order.
- Freezing Mist Breath (arcane, cold, evocation) The frost drake spits a ball of liquid up to 60 feet that explodes into a 20-foot burst cloud of freezing mist. Those in the burst take 8d6 cold damage (DC 25 basic Reflex save). The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds. It can't use Freezing Mist Breath again for 1d6 rounds.
- Ice Climb A frost drake can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice.
- Speed Surge (move) The frost drake moves up to twice its Speed. It can do this three times per day.
8. Crag Linnorm
After the drakes, the next up in the dragon hierarchy are linnorms. Unlike drakes, who will often attack in groups, the Linnorms are anti-social and attack alone. But even the weakest like the Crag Linnorm, is still dangerous.
The Crag Linnorm hits like a truck. It does a lot of damage with its claws, jaws, and tail with 14 static damage per hit. It has 20-feet of reach and its jaws can inject a venom that inflicts the drained status.
A bigger problem will be the breath attack. It spews out magma over a wide area and inflicts persistent fire damage on anyone caught it in it. It can either set the ground on fire or cause 60 feet of raining magma if the attack was launched from the sky. Anyone who kills a Crag Linnorm can gain a weakness to fire as a curse.
Crag Linnorm stats:
- Level 14:
- Perception +26; darkvision, scent (imprecise) 60 feet, true seeing
- Languages Aklo, Draconic, Sylvan
- Skills Acrobatics +22, Athletics +28
- Str +8, Dex +4, Con +6, Int -3, Wis +4, Cha +5
- AC 37; Fort +28, Ref +24, Will +22; +1 status to all saves vs. magic
- HP 270, regeneration 10 (deactivated by cold iron); Immunities curse, fire, paralyzed, sleep; Weaknesses cold iron 10
- Curse of Fire (curse, fire, primal) When a creature slays a crag linnorm, it must succeed at a DC 35 Will save or permanently gain weakness to fire 15.
- Attack of Opportunity Tail only.
- Speed 35 feet, fly 100 feet, swim 60 feet; freedom of movement
- Melee jaws +30 [+25/+20] (reach 20 feet, magical), Damage 3d12+14 piercing plus crag linnorm venom
- Melee claw +30 [+25/+20] (reach 20 feet, magical), Damage 3d8+14 slashing
- Melee tail +30 [+25/+20] (reach 20 feet, magical), Damage 3d6+14 bludgeoning plus Improved Grab
- Primal Innate Spells DC 33; Constant (6th) freedom of movement; (5th) true seeing
- Breath Weapon (evocation, fire, primal) The crag linnorm breathes out a stream of magma in a 120-foot line that deals 12d6 fire damage to creatures within the area (DC 34 basic Reflex save). Any creature that fails its save also takes 4d6 persistent fire damage. The crag linnorm can’t use Breath Weapon again for 1d4 rounds. The magma remains until the start of the linnorm’s next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Breath Weapon, and if the linnorm was airborne, the magma rains downward in a sheet 60 feet high. Any creature that moves across or through the magma takes 6d6 fire damage (DC 34 basic Reflex save). At the start of the linnorm’s next turn, the magma cools to a thin layer of brittle stone on the ground, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours.
- Constrict 2d6+14 bludgeoning, DC 34
- Crag Linnorm Venom (fire, injury, poison) Saving Throw DC 34 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 fire damage and drained 1; Stage 2 6d6 fire damage and drained 2.
7. Dragon Turtle
While Dragon Turtles are more or less a neutral force, a party can come into conflict with them. Maybe their sea captain is not inclined to pay tribute. Or one of the numerous corrupting forces in the universe have warped the Dragon Turtle’s mind. Whatever the case, a Dragon Turtle poses a problem for the party.
A Dragon Turtle is a defensive powerhouse. Its shell block ability raises its armor by 2 when someone attacks it in melee combat. Its saves are also high for a level 9 creature. The breath attack can do 10d6 fire damage in a 50 foot cone. Depending on the size of the boat, that could mean everyone gets hit.
Depending on the rules you’re using as a GM, the breath attack can cause major problems. Some nicer GMs will make it so the ship is a field with infinite HP. Others will factor in durability. If the boat gets broke or capsized, it could mean game over.
Dragon Turtle stats:
- Level 9
- Perception +18; darkvision
- Languages Aquan, Common, Draconic
- Skills Athletics +21, Diplomacy +16, Intimidation +18, Stealth +13, Survival +17
- Str +6, Dex +0, Con +4, Int +1, Wis +3, Cha +1
- AC 29; Fort +19, Ref +15, Will +16
- HP 140; Immunities fire, paralyzed, sleep
- Shell Block Trigger A creature adjacent to the dragon turtle targets it with a melee attack. Effect The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack.
- Speed 20 feet, swim 30 feet
- Melee jaws +21 [+16/+11] (reach 10 feet), Damage 2d12+9 piercing
- Melee claw +21 [+17/+13] (agile), Damage 2d8+9 slashing
- Breath Weapon (air, fire, primal) The dragon turtle breathes a massive blast of steam that deals 10d6 fire damage to creatures within a 50-foot cone (DC 27 basic Reflex save). This steam blast affects creatures within the water, as well as outside. The dragon turtle can't use its Breath Weapon again for 1d4 rounds or until it takes a critical hit (whichever comes first).
- Capsize (attack, move) The dragon turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The dragon turtle must succeed at an Athletics check with a DC of 30 or the pilot's Sailing Lore DC, whichever is higher.
- Draconic Frenzy The dragon turtle makes two Claw Strikes and one Jaws Strike in any order.
6. Ravener Husk
A Ravener eats souls but if it doesn’t get any,it will cannibalize its own soul. This will leave them feral, mindless, and with a fraction of its power. However, a fraction of a lot of power is still a lot of power.
Like the traditional Raveners, it can do a lot damage with its standard claws, tail and jaws.. The long reach doesn’t help matters. Its breath attack, while weaker, is still devastating if it can hit multiple opponents.
But the danger is letting the fight drag on or coming in unprepared. Should a Ravener Husk kill a good character over level 15, it can attempt to swallow that character’s soul with a high chance of success. If it succeeds, it will regain most of its Ravener powers. That is the point the party may want to run.
Ravener Husk stats:
- Level 14
- Perception +26; darkvision, soulsense 60 feet
- Skills Acrobatics +22, Athletics +28
- Str +8, Dex +0, Con +6, Int -5, Wis +4, Cha +4
- AC 35; Fort +28, Ref +22, Will +26
- HP 325; Immunities death effects, disease, paralyzed, poison, sleep; Weaknesses good 10
- Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31
- Boneshatter Trigger The ravener husk takes any amount of bludgeoning damage; Effect The ravener's brittle bones shatter, spraying bone shards everywhere. Every creature within a 10-foot emanation of the ravener husk takes 7d6 piercing damage (DC 31 basic Reflex save).
- Speed 60 feet, fly 180 feet
- Melee jaws +30 [+25/+20] (magical, reach 15 feet), Damage 3d8+16 piercing plus 2d6 negative
- Melee claw +30 [+26/+22] (agile, magical, reach 10 feet), Damage 3d4+16 slashing plus 2d6 negative
- Breath Weapon (divine, evocation, negative) The ravener husk breathes a torrent of negative energy that deals 16d6 negative damage in a 40-foot cone (DC 34 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- Ravenous Repast (divine, necromancy) Frequency once per day; Effect The ravener husk makes a jaws Strike against a deceased creature that has been dead no longer than 1 minute, was good aligned, and was at least level 15 in life. The ravener attempts a DC 5 flat check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward.
5. Dracolisk
Some combinations, like chocolate and peanut butter, seem like a good idea. Other combinations may be a bad idea depending on your perspective. A Dracolisk is a combination of a basilisk and any chromatic dragon. Whether or not this is a good idea or an unholy abomination to the heavens depends on who controls it.
A Dracolisk’s breath attack depends on the dragon that mated with the Basilisk. A Red Dragon will produce a fire-breathing Dracolisk. It will also have resistence to the energy it produces. A GM also has the option of giving them a weakness to its opposite energy.
The Dracolisk’s most dangerous ability comes from its Basilisk side. A Dracolisk can petrify anyone it sees Anyone who is slowed by its gaze or glance abilities can become petrified permanently. And since Dracolisks have wide area-of-effect attacks, they can shatter a petrified person even if the GM doesn’t intend to.
Dracolisk stats:
- Level 9
- Perception +18; darkvision, tremorsense (imprecise) 30 feet
- Skills Acrobatics +17, Athletics +21, Stealth +17, Survival +20
- Str +6, Dex +2, Con +5, Int -3, Wis +5, Cha +1
- AC 28; Fort +20, Ref +17, Will +18
- HP 155; Immunities paralyzed, petrified, sleep; Resistances draconic resistance 10
- Draconic Resistance A dracolisk has resistance 10 to the type of damage it produces with its breath weapon (see below).
- Petrifying Glance (arcane, aura, transmutation, visual) Trigger A creature within 30 feet that the dracolisk can see starts its turn; Effect The target must attempt a DC 26 Fortitude save. If it fails, it becomes slowed 1 for 1 minute as its body stiffens.
- Speed 20 feet, fly 40 feet
- Melee jaws +21 [+16/+11], Damage 2d12+8 piercing
- Melee claw +21 [+17/+13] (agile), Damage 2d10+8 slashing
- Breath Weapon (arcane, evocation) The dracolisk breathes a gout of energy based on its draconic heritage, as noted below. This breath weapon deals 6d10 damage of the appropriate type, with a DC 28 basic save of a type indicated in parenthesis below. The dracolisk can't use Breath Weapon again for 1d4 rounds.
- Black (acid) 60-foot line of acid (Reflex)
- Blue (electricity) 60-foot line of electricity (Reflex)
- Green (poison) 30-foot cone of poison (Fortitude)
- Red (fire) 30-foot cone of fire (Reflex)
- White (cold) 30-foot cone of cold (Reflex)
- Petrifying Gaze (arcane, concentrate, incapacitation, transmutation, visual) The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently.
- A creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner.
- Savage Jaws The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (versatile S). This counts as two attacks for its multiple attack penalty.
4. Bida
Some dragons rely on pure power to get what they want. Others can use their access to magic for elaborate deceptions. The Bida is in the latter category. While it lacks some of the power of the other dragons, it’s no less dangerous.
The Bida operates by coming to a small village in human form and making itself indispensible to the village. Once the village absolutely needs it, it will reveal itself and demand treasure and blood sacrifice. It will also conceal the village.
Fighting the Bida often means fighting around hostages. The Bida has no breath attack but it can grab multiple people with its tail. It can either grab hostages or players. It can also fly and drop them from great heights.
Bida stats:
- Level 8
- Perception +15; darkvision, scent (imprecise) 30 feet
- Languages Common, Draconic, Mwangi
- Skills Deception +20, Diplomacy +18, Intimidation +18, Society +16, Stealth +16
- Str +6, Dex +2, Con +3, Int +4, Wis +3, Cha +6
- AC 27; Fort +18, Ref +15, Will +18; +2 circumstance to all saves to disbelieve illusions
- HP 135; Immunities paralyzed, sleep; Resistances acid 10, poison 10
- Speed 40 feet, climb 20 feet, fly 60 feet
- Melee jaws +20 [+15/+10] (reach 15 feet), Damage 2d12+9 piercing
- Melee tail +20 [+15/+10] (reach 15 feet), Damage 2d6+9 bludgeoning plus Improved Grab
- Occult Innate Spells DC 26; 3rd nondetection; 2nd humanoid form
- Constrict 1d6+6 bludgeoning, DC 26
- Eight Coils A bida can Strike with its tail even while Grabbing creatures with it. The bida can have up to eight Medium or smaller creatures grabbed with its tail at a time; it can also grab Large creatures, but they count as four Medium creatures for this purpose.
- Mask Settlement (arcane, illusion) By concentrating for 4 hours, the bida hides a small settlement. This is a 5th-level hallucinatory terrain spell, except the area is a 500-foot burst and creatures are invisible while inside structures in the area. The bida can conceal only one settlement at a time, and must concentrate on the effect for 10 minutes at the beginning of each day to maintain the illusion.
3. Ancient Red Dragon
As far as traditional chromatic dragons go, the Ancient Red Dragon is among the most arrogant. Unlike many of the game’s most arrogant creatures, the Ancient Red Dragon can back up its boasts of power. Power that it likes demonstrating a lot and often.
The Ancient Red Dragon, as you can probably guess, wields power over fire. It can use wall of fire to create large walls of flames to separate or damage large groups of people. It can also manipulate magical flames either from opponents or from fires it already created. So it can extend or redirect wall of flames spells.
Its breath weapon can do 20d6 damae. Getting within striking distance of the dragon can be a challenge. It not only has aura of fear, it has a damaging heat aura. It also has an attack of opportunity ability. These dragons are sadistic and cruel and killing them won’t be easy.
Ancient Red Dragon stats:
- Level 19
- Perception +35; darkvision, scent (imprecise) 60 feet, smoke vision
- Languages Abyssal, Common, Draconic, Dwarven, Jotun, Orcish
- Skills Acrobatics +30, Arcana +35, Athletics +37, Deception +35, Diplomacy +35, Intimidation +37, Stealth +33
- Str +9, Dex +5, Con +8, Int +5, Wis +6, Cha +7
- Smoke Vision Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke.
- AC 45; Fort +35, Ref +32, Will +35; +1 status to all saves vs. magic
- HP 425; Immunities fire, paralyzed, sleep; Weaknesses cold 20
- Dragon Heat (arcane, aura, evocation, fire); 10 feet, 4d6 fire damage (DC 39 basic Reflex)
- Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 40
- Attack of Opportunity Jaws only.
- Redirect Fire (abjuration, arcane); Trigger A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet. Effect The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.
- Speed 60 feet, fly 180 feet
- Melee jaws +37 [+32/+27] (fire, magical, reach 20 feet), Damage 4d10+17 piercing plus 3d6 fire
- Melee claw +37 [+33/+29] (agile, magical, reach 15 feet), Damage 4d8+17 slashing
- Melee tail +35 [+30/+25] (magical, reach 25 feet), Damage 4d10+15 slashing
- Melee wing +35 [+31/+27] (agile, magical, reach 20 feet), Damage 3d8+15 slashing
- Arcane Innate Spells DC 42; 8th wall of fire (at will); 4th suggestion (at will); Cantrips (9th) detect magic, read aura
- Breath Weapon (arcane, evocation, fire) The dragon breathes a blast of flame that deals 20d6 fire damage in a 60-foot cone (DC 42 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds.
- Draconic Frenzy The dragon makes two claw Strikes and one wing Strike in any order.
- Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- Manipulate Flames (arcane, concentrate, transmutation) The red dragon attempts to take control of a magical fire or a fire spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +32), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having Sustained the Spell with this action (if applicable). The dragon can choose to end the spell instead of taking control, if it chooses.
2. Jabberwock
The Jabberwock is, like most things from the First World, a rough draft. Specifically, they’re a rough draft of dragons. Rough draft or not, a Jabberwock is a dangerous creature. It seeks combat with adventurers and uses its treasure horde as bait.
The Jabbberwock has multiple ways of attacking. It has breath that does a lot of sonic damage and it can induce confusion. It also has multiple melee attacks. Its claws can grab party members and interrupt their movement or spell-casting actions.
One of the things that makes the Jabberwock more dangerous is its regeneration ability. It can regenerate 50 HP until it’s hit by a vorpal weapon. This is a problem if the party didn’t find or buy one. A Jabberwock fight is not one the party wants to be extended.
Jabberwock stats:
- Level 23
- Perception +40; darkvision, scent 120 feet, true seeing
- Languages Aklo, Common, Draconic, Gnomish, Sylvan
- Skills Acrobatics +40, Athletics +44, Intimidation +41, Nature +38, Survival +40
- Str +11, Dex +7, Con +10, Int +4, Wis +9, Cha +8
- Planar Acclimation The jabberwock always treats the plane it is currently located on as its home plane.
- AC 49; Fort +39, Ref +37, Will +40
- HP 500, regeneration 25 (deactivated by vorpal weapons); Immunities paralyzed, sleep; Resistances fire 20; Weaknesses vorpal weapons 20, vorpal fear
- Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 43
- Vorpal Fear A jabberwock damaged by a vorpal weapon becomes frightened 2 (or frightened 4 on a critical hit).
- Claws That Catch Trigger A creature within the jabberwock's reach uses a manipulate action or a move action, leaves a square during a move action, makes a ranged attack, or uses a concentrate action; Effect The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action.
- Speed 35 feet, fly 60 feet
- Melee jaws +42 [+37/+32] (deadly 2d12, magical, reach 15 feet), Damage 4d12+19 piercing
- Melee claw +42 [+38/+34] (agile, magical, reach 15 feet), Damage 4d8+19 slashing plus Improved Grab
- Melee tail +42 [+37/+32] (magical, reach 15 feet), Damage 4d10+19 bludgeoning plus Improved Knockdown
- Melee wing +40 [+36/+32] (magical, agile, reach 15 feet), Damage 4d8+19 bludgeoning
- Ranged eyes of flame +42 [+37/+32] (fire, magical, range increment 60 feet), Effect 10d6 fire plus 4d6 persistent fire
- Primal Innate Spells DC 43; Constant (10th) true seeing
- Burble The jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn't know), creating one of two effects. The jabberwock can't Burble again for 1d4 rounds.
- Confusion (aura, emotion, enchantment, mental, primal) 60 feet. Each creature in the emanation must succeed at a DC 46 Will save or become confused for 1d4 rounds.
- Sonic Beam (evocation, primal, sonic) The jabberwock focuses its Burbling into a 60.foot line of sonic energy that deals 24d6 sonic damage to creatures in the area (DC 46 basic Reflex save).
- Jaws That Bite If the jabberwock makes a jaws attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.
- Whiffling (aura) Trigger The jabberwock Flies or makes a wing Strike; Effect The jabberwock's wings whiffle, creating severe winds within a 30-foot emanation. These
- winds move outward from the jabberwock, and they persist until the start of the
- jabberwock's next turn. During this time, flight of any kind in the emanation requires a successful DC 43 Acrobatics check to Maneuver in Flight, and creatures flying toward the jabberwock are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 43 Athletics check to approach the jabberwock.
1. Fafnheir
Fafnheir is the king of all Linnorms. Like everyone he rules, he’s strong and evil. He has no qualms about showing off his power. Particularly against any adventuring party with thoughts of killing him.
Fafnhreir comes with everything in the standard dragon arsenal. The teeth, claws, and tail are the standard melee attacks. Anyone who damages Fafnheir while they’re within 60 feet of him can get coated with boiling blood that inflicts the drained status and does significant fire damage. Its breath has lightning and fire damage while also having the effects of the gust of wind spell.
The worst part is actually killing him. Anyone who kills Fafnheir, even indirectly, can be killed by its curse. The cursed person becomes home to Fafmheir’s soul and gains the doomed status. If the character dies while under the curse, Fafhneir will burst out of the corpse and the fight will begin again.
Fafnheir stats:
- Level 24
- Perception +38; darkvision, scent (imprecise) 120 feet, true seeing
- Languages Aklo, Common, Draconic, Skald, Sylvan
- Skills Acrobatics +40, Arcana +35, Athletics +48, First World Lore +40, Intimidation +45, Nature +35, Saga Lands Lore +35, Stealth +40, Survival +40
- Str +12, Dex +9, Con +12, Int +4, Wis +9, Cha +9
- AC 51; Fort +42, Ref +36, Will +38; +1 status to all saves vs. magic
- HP 500, regeneration 20 (deactivated by cold iron); Immunities curse, electricity, fire, paralyzed, sleep; Weaknesses cold iron 20
- Curse of the Woeful Wyrd (curse, primal) When a creature slays Fafnheir, it becomes home to his soul, which slowly emerges from his killer's body. The creature must attempt a DC 52 Will save or become doomed 2 (doomed 1 on a success, unaffected on a critical success). Unless the creature critically succeeded at the saving throw, each day the doomed value increases by 1. If the creature dies while suffering the curse of the woeful wyrd, its corpse explodes in a 60-foot burst with the effect of Blasting Breath. Fafnheir is immediately returned to life in the nearest available space to the corpse with full Hit Points and no conditions. Even an indirect slaying usually still allows Fafnheir to curse the soul of his slayer through the metaphysical link between them.
- Enormous Fafnheir takes up a space of 6 squares by 6 squares (30 feet by 30 feet) and is 60 feet long.
- Extra Reactions Fafnheir gains 2 reactions at the start of each of his turns.
- Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 45
- Attack of Opportunity Tail only.
- Spit Boiling Blood Trigger A creature within 60 feet damages Fafnheir; Effect Fafnheir spits blood at the creature. It must immediately attempt a Fortitude save against boiling blood.
- Speed 50 feet, burrow 25 feet, fly 160 feet, swim 80 feet; freedom of movement
- Melee jaws +44 [+39/+34] (magical, reach 25 feet), Damage 4d12+26 piercing plus boiling blood
- Melee claw +44 [+40/+36] (agile, magical, reach 25 feet), Damage 4d10+22 slashing
- Melee horns +44 [+39/+34] (deadly d12, magical, reach 25 feet), Damage 4d12+26 bludgeoning
- Melee tail +44 [+40/+36] (agile, magical, reach 30 feet), Damage 4d10+22 bludgeoning plus Improved Grab
- Primal Innate Spells DC 45; 10th plane shift (at will; only to the First World or the Material Plane), spell turning (at will); Constant (10th) freedom of movement, true seeing
- Blasting Breath (electricity, evocation, fire, primal) Fafnheir exhales a cataclysmic firestorm laced with lightning and hurricane-strength winds, dealing 20d6 fire damage in a 90-foot cone (DC 48 basic Reflex save). Additionally, Fafnheir deals 10d6 additional electricity damage to one creature within the area of Blasting Breath of Fafnheir's choice, determined by the same basic Reflex save. Creatures in the area must also attempt a DC 48 Fortitude save to resist the powerful winds and deafening thunderclaps of the breath. Creatures that fail experience the effects of gust of wind, affecting Large or smaller creatures as normal. Finally, creatures that fail their Fortitude save become deafened for 1 minute (permanently deafened on a critical failure).
- Boiling Blood (fire, poison) Saving Throw DC 48 Fortitude; Maximum Duration 10 rounds; Stage 1 6d8 fire damage and drained 1 (1 round); Stage 2 6d10 fire damage and drained 2 (1 round); Stage 3 6d12 fire damage and drained 3 (1 round)
- Furious Frenzy Fafnheir makes two claw Strikes and one Strike with his jaws, horns, or tail, in any order.