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RGG - Draconis Arcanus

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862 views58 pages

RGG - Draconis Arcanus

Uploaded by

Mike Mitchell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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C redits T able of C ontents

Designer: Sam Hing Introduction . . . . . . . . . . . . . . . . . . . . . . 3


Illustrator: Dan Houser Universal Spell Dragon Rules . . . . . . 4
Developer / Editor: Justin Sluder Dragon, Abjuration . . . . . . . . . . . . . . . 5
Publisher: Owen K.C. Stephens Young Abjuration Dragon . . . . . . . . . . 6
Adult Abjuration Dragon . . . . . . . . . . 7
Graphic Design and Layout: Lj Stephens
Ancient Abjuration Dragon . . . . . . . . . 8
Produced by: Rogue Genius Games
Dragon, Conjuration . . . . . . . . . . . . . 10
Project Manager: Lj Stephens
Young Conjuration Dragon . . . . . . . . 13
Consigliere: Stan!
Adult Conjuration Dragon . . . . . . . . 13
Contents Copyright 2018 Ancient Conjuration Dragon . . . . . . . 14
Rogue Genius Games
Dragon, Divination . . . . . . . . . . . . . . . 16
Rogue Genius Games Logo Young Divination Dragon . . . . . . . . . 19
created by Lj Stephens Adult Divination Dragon . . . . . . . . . 19
using designs by Claudio Pozas.
Used with permission. Ancient Divination Dragon . . . . . . . . 20
Dragon, Enchantment . . . . . . . . . . . . 22
For more information about
Young Enchantment Dragon . . . . . . . 25
Rogue Genius Games,
follow us on Facebook: Adult Enchantment Dragon . . . . . . . 25
www.Facebook.com/RogueGeniusGames Ancient Enchantment Dragon . . . . . . 26
on Twitter: @Owen_Stephens Dragon, Evocation . . . . . . . . . . . . . . . 27
All logos are the trademark of Young Evocation Dragon . . . . . . . . . 31
Rogue Genius Games Adult Evocation Dragon . . . . . . . . . . 31
All rights reserved Ancient Evocation Dragon . . . . . . . . 32
Dragon, Illusion . . . . . . . . . . . . . . . . . 33
Young Illusion Dragon . . . . . . . . . . . 36
Adult Illusion Dragon . . . . . . . . . . . . 36
Ancient Illusion Dragon . . . . . . . . . . 37
Dragon, Necromancy . . . . . . . . . . . . . 39
Young Necromancy Dragon . . . . . . . 43
Adult Necromancy Dragon . . . . . . . . 44
Ancient Necromancy Dragon . . . . . . 45
Dragon, Transmutation . . . . . . . . . . . 46
Young Transmutation Dragon . . . . . . 50
Adult Transmutation Dragon . . . . . . 50
Ancient Transmutation Dragon . . . . . 51
Spell Dragon Templates . . . . . . . . . . . 53
OGL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

2
D raconis A rcanus

I ntroduction

A ll true dragons are creatures of magic, but


that is never more true than for the draconis
arcanus—also known as the spell dragons. A
Dragons of the more common races fear spell
dragons. Chromatic dragons tend to have a deep
hatred of them, due to their massive power, and
unique offshoot of true dragons, all universally rarer attempt to exterminate them when they are young.
than chromatic and metallic dragons. Each type of Metallic dragons fear for the impact of spell dragons
spell dragon is naturally focused on one school of on the world, and try to either turn their views to good,
magic, growing to possess world-shaking power as or at least stem the worst of the damage they inflict.
they age. Spell dragons see themselves as above all In many cases wizards who specialize in the same
non-divine life forms, and the eldest would question school of magic as the spell dragon’s nature feel a
even that. strong sense of kinship with the spell dragon (as do
Seeing themselves beyond such concerns as other spellcasters with strong ties to that school),
law and chaos, and good and evil, the typical spell but this innate appreciation is not automatically
dragon is true neutral in alignment. Individuals reciprocated. On the other hand, spell dragons do
may be of any alignment, although this is the seem to actively dislike any spellcaster unable to
exception, and fairly rare. The only spell dragons to unwilling to access any spells of their associated
have a stereotypical alignment are the necromancy school, be that a wizard who has it as an opposition
dragons; their natural abilities make the few that are school, or just those who have no spells of that
not devoted to evil almost invariably fall. school in their repertoire. However, this dislike
Despite their massive power, or perhaps because does not extend to those with no access to spells.
of it, spell dragons act as a check and balance system In fact, spell dragons are often impressed by non-
amid themselves. They support or undermine spellcasters who show significant signs of success
kingdoms, sponsor adventurers to act against each and competence without any magic abilities, though
other, and use entire races as pawns to slow or stop this appreciation can be short-lived if the creature
others of their kind from rising to power. When they opposes the spell dragon’s goals.
must, they will resort to physical clashes, and if the
dragons involved are great wyrms, this can result in Owen K.C. Stephens
reality rending damage.

3
M onster M enagerie

U niversal
caster level by an additional +1 by increasing the
Spellcraft check DC by +5. The maximum a spell

S pell D ragon R ules


dragon can increase the caster level is one-half the
spell dragon’s actual caster level. If this Spellcraft
check is successful, the spell dragon is fatigued for
All spell dragons have the following traits, in
one round per caster level increase.
addition to standard dragon traits, in common:
Raw Magic Manipulation (Su): All spell dragons
Antimagic Vulnerability: Spell dragons require
can attempt to harness the raw magic which sustains
magic to survive. A antimagic field deals 6d6 points
them, at great cost. As a full-round action, they can
of damage to a spell dragon each round it is in the
channel it into a blast of destructive energy in an area
area, with a Fortitude save for half damage. A dispel
the size of their breath weapon, that deals 1d12 points
magic that targets the dragon directly deals 1d6
of damage per age category, with a Reflex save for
points of damage per 2 caster levels to the dragon,
half damage. Harnessing raw magic in this way 2d6
with a Will save for half damage, while a greater
dispel magic deal 1d6 points of damage points per points of Constitution damage to a spell dragon.
caster level, with a save for half damage. Mage’s Alternatively, it may channel raw magic as a full-
disjunction deals 10 points of damage per caster round action to heal 1d10 points of damage per age
level to a spell dragon, with a Fortitude save for half category to itself or another creature. Using this
damage. In a magic dead area, a spell dragon suffers ability deals 1d8 points of Constitution damage to
1d4 points of Constitution damage per minute they the dragon.
remain within. Lastly, as an immediate action, the dragon may
attempt to counterspell any spell, dealing 1 point
Counterspelling (Su): Spell dragons can attempt of Constitution damage per spell level to itself in
to counterspell a spell with any spell of the same the process.
school that is of the same spell level or higher, or
my raw magic manipulation (see below). Spell Focus: All spell dragons gain Spell Focus in
their associate school of magic as a bonus feat. They
Omnicaster (Ex): Spell dragons know and cast
gain Greater Spell Focus in their associated school
spells as a sorcerer of the level indicated in its specific
of magic when they reach the Adult age category.
description. It may freely learn spells from the cleric
and sorcerer spell lists, and any spell from their Spell Penetration (Su): Spell dragons always add
associated school of magic. A spell dragon’s caster their Charisma modifier and their age category to
level depends on its age, as shown for each type. caster level checks when attempting to overcome a
target’s spell resistance.
Power Channeling (Su): As an immediate action
while casting a spell, a spell dragon can attempt a Spell Resistance (Ex): All spell dragons have
special Spellcraft check to increase the spells caster spell resistance equal to 11 + their CR. They add
level. The DC is 20 to increase the caster level by their age category to their SR against spells of their
+1, and a spell dragon can attempt to increase the associated school of magic.

4
D raconis A rcanus

D ragon , A bjuration Control Abjuration (Su): An old or older abjuration


dragon has complete control over abjuration
This dragon has a bulky, muscular body, covered spells within its line of sight. It may add any one
with shield-like scales the color of hammered steel. metamagic feat to any abjuration spell being cast as
Its crest is a curving bulwark, the edges of which a free action, even if the dragon doesn’t know the
glimmer with magic. Its eyes are silvery, and seem feat. It may attempt to counterspell any abjuration
to be permanently squinting with mistrust. spell or effect within range, adding its age category
Abjuration Dragon to its caster level check. It may reduce or extend
the duration of an abjuration by a number of rounds
N dragon equal to its Charisma modifier each round. It may
BASE STATISTICS “layer” metamagic feats on an active abjuration spell
or effect as a move action, up to one feat per round,
CR 5; Size Small; Hit Dice 6d12 or remove such layers in the same manner. Such
Speed 30 ft., fly 40 ft. (average) metamagic feats must be applicable to the spell or
Natural Armor +6; Breath Weapon cone, 2d6 force effect to be put in place. Lastly any abjurations cast
Str 12, Dex 14, Con 18, Int 13, Wis 15, Cha 15 within line of sight that require a specific target can
ECOLOGY have that target changed to any other legal target of
the dragons choice, including itself.
Environment any land
Organization solitary Deflection (Su): Abjuration dragons add their
Treasure triple Charisma bonus to their AC as a deflection bonus,
and on all saving throws.
SPECIAL ABILITIES
Detect Abjuration (Ex): An abjuration dragon can
Adaptive Resistance (Su): An adult or older detect abjuration spells and effects automatically. This
abjuration dragon that is struck by an energy type functions as detect magic, but only affecting abjurations.
gains resistance 10 to that energy type for one round.
Disjoining Pulse (Su): As a standard action once
An ancient or older abjuration dragon instead gains
per day, a wyrm abjuration dragon can release a
resistance 20, and a great wyrm abjuration dragon
pulse of energy that acts like mage’s disjunction,
becomes immune to that energy type. There is no
effecting a 500 foot radius burst around the dragon.
limit to the number of energies that an abjuration
dragon can be come resistant to in a round. Dispelling Attack (Su): A young or older
abjuration dragon can target victims of its natural
Absorb Enhancement (Su): An ancient or
attacks with dispel magic. An abjuration dragon can
older abjuration dragon struck by a weapon with
use this ability once per day per two age categories
enhancement on it may make a Will save against
(minimum 3/day).
a DC of 15 plus double the total enhancement
bonus of the weapon. If successful the dragon Prismatic Scales (Su): Once per day, a great wyrm
absorbs the enhancement, adding the bonuses to abjuration dragon can cause its scales to flash in
its natural attacks for one round per point of its shimmering colors. Creatures with less than 10 HD
Charisma modifier. For example, an abjuration that are within 30 feet of the dragon are blinded for
dragon absorbing a +2 flaming burst weapon’s 2d6 rounds if they can see the dragon. The colors
qualities adds both +2 to attack and damage rolls to act as a prismatic wall, affecting all creatures that
its natural weapons, and the flaming burst weapon attack the dragon. The color that affects the victim
special ability. The weapon becomes nonmagical is determined as normal, and the individual colors
while its abilities are absorbed, and the qualities may be destroyed as they cycle through as normal.
return to the weapon when the duration ends. An The dragon may maintain its prismatic scales freely
abjuration dragon may only have a single weapons for seven rounds; it must concentrate on the effect to
qualities absorbed at a time, and may end the effect maintain them after that, and the dragon is fatigued
at any time, including to attempt to absorb another when the effect ends if it maintains the effect past
weapons qualities. seven rounds.

5
M onster M enagerie

Age Category Special Abilities Caster Level


Wyrmling Deflection, detect abjuration, resistance –
Very young Ward, shield –
Young Dispelling attack, shield other 1
Juvenile Reduce enhancement, nondetection 3
Young adult DR 5/magic, protection from abjurations, dispel magic 5
Adult Adaptive resistance, frightful presence, 7
lesser globe of invulnerability
Mature adult DR 10/magic, cast out 9
Old Control abjuration, repulsion 11
Very old DR 15/magic, reality lock, stoneskin 13
Ancient Absorb enhancement, spell turning 15
Wyrm DR 20/magic, disjoining pulse, prismatic sphere 17
Great wyrm Prismatic scales, antimagic field 19

Protection from Abjurations (Su): A young adult Wyrmling—resistance, Very Young—shield,


or older abjuration dragon can choose to not be the Young—shield other, Juvenile—nondetection,
target of an abjuration spell or effect that requires a Young Adult—dispel magic, Adult—lesser globe of
specific target. This requires no actual effort on the invulnerability, Mature Adult—cast out (Pathfinder
dragon’s part, the abjuration effect simply has no Advanced Player’s Guide), Old—repulsion, Very
effect on the dragon. Old—stoneskin, Ancient—spell turning, Wyrm—
prismatic sphere, Great Wyrm—antimagic field
Reality Lock (Su): A very old or older abjuration
dragon can extend a field around it to lock reality in Young Abjuration Dragon CR 9
place. This stops all forms of dimensional movement
XP 6,400
(as dimensional anchor) out to a radius of 20 feet
N Large dragon
per age category of the dragon in all directions.
Init +5; Senses detect abjuration, dragon senses;
Reduce Enhancement (Su): A juvenile or older Perception +14
abjuration dragon can take a move action to reduce the
DEFENSE
enhancement bonus on any weapons within 10 feet
per age category for one round per two age categories. AC 25, touch 13, flat-footed 24 (+3 deflection, +1
The weapon can negate this by making a successful Dex, +12 natural, -1 size)
Will save. The save DC is Charisma-based. hp 125 (10d12+60)
Fort +16, Ref +11, Will +13
Ward: (Su): A very young abjuration dragon can
Defensive Abilities deflection, ward; Immune
erect any protection from chaos/evil/good/law spell
paralysis, sleep; SR 20
around itself as a free action, and can change the
Weaknesses antimagic vulnerability
type at the start of its action each round as a free
action. An adult abjuration dragon can extend this OFFENSE
into a magic circle agaisnt chaos/evil/good/law as
Speed 30 ft., fly 200 ft. (poor)
a move action, and change the type of circle at the
Melee bite +14 (2d6+7), 2 claws +14 (1d8+5), 2
start of each round as a move action.
wings +12 (1d6+2), tail slap +12 (1d8+7)
Spell-like Abilities (Sp): An abjuration dragon Space 10 ft.; Reach 5 ft. (10 ft. with bite)
gains the following spell-like abilities, usable Special Attacks breath weapon (40 ft. cone, DC 21,
at will upon reaching the listed age category. 6d6 force), dispelling attack 3/day

6
D raconis A rcanus

Spell-like Abilities (CL 10th; concentration +13) Languages Celestial, Common, Draconic
At will—resistance, shield, shield other SQ counterspelling, omnicaster, power channeling,
Spells Known (CL 1st; concentration +4) raw magic manipulation, spell penetration
1st (4/day)—alarm, magic missile
0 (at will)—dancing lights, detect magic, ghost Adult Abjuration Dragon CR 13
sound (DC 13), read magic
XP 25,600
STATISTICS N Huge dragon
Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17 Init +4; Senses detect abjuration, dragon senses;
Base Atk +10; CMB +16; CMD 30 Perception +20
Feats Improved Counterspell, Improved Initiative, Aura frightful presence (180 ft., DC 23)
Multiattack, Power Attack, Spell Focus (abjuration)B, DEFENSE
Vital Strike
Skills Bluff +14, Diplomacy +14, Fly +6, Heal AC 34, touch 13, flat-footed 34 (+5 deflection, +21
+14, Intimidate +14, Knowledge (arcana) +13, natural, -2 size)
Perception +14, Sense Motive +14, Spellcraft +13, hp 232 (16d12+128)
Use Magic Device +14 Fort +23, Ref +15, Will +20

7
M onster M enagerie

Defensive Abilities adaptive resistance, deflection,


DEFENSE
protection from abjurations, ward; DR 5/magic;
Immune paralysis, sleep; SR 24 AC 45, touch 12, flat-footed 45 (+ 7 deflection, -1
Weaknesses antimagic vulnerability Dex, +33 natural, -4 size)
hp 396 (24d12+240)
OFFENSE
Fort +31, Ref +20, Will +28
Speed 30 ft., fly 200 ft. (poor) Defensive Abilities adaptive resistance, deflection,
Melee bite +22 (2d8+12), 2 claws +22 (2d6+8), 2 protection from abjurations, ward; DR 15/magic;
wings +20 (1d8+4), tail slap +20 (2d6+12) Immune paralysis, sleep; SR 28
Space 15 ft.; Reach 10 ft. (15 ft. with bite) Weaknesses antimagic vulnerability
Special Attacks breath weapon (50 ft. cone, DC 26,
12d6 force), crush, dispelling attack 3/day OFFENSE
Spell-like Abilities (CL 16th; concentration +21) Speed 30 ft., fly 250 ft. (clumsy)
At will—dispel magic, lesser globe of invulnerability, Melee bite +32 (4d6+18), 2 claws +32 (2d8+12), 2
nondetection, resistance, shield, shield other wings +30 (2d6+6), tail slap +30 (2d8+18)
Spells Known (CL 7th; concentration +12) Space 20 ft.; Reach 15 ft. (20 ft. with bite)
3rd (5/day)—deep slumber (DC 18), fireball (DC 18) Special Attacks absorb enhancement, breath
2nd (7/day)—cat’s grace, defensive shock weapon (60 ft. cone, DC 32, 20d6 force), crush,
(Pathfinder Roleplaying Game Ultimate Magic), dispelling attack 5/day, reality lock, tail sweep
detect thoughts (DC 17), Spell-like Abilities (CL 24th; concentration +31)
1st (8/day)—alarm, charm person (DC 16), color At will—cast out (DC 20; Pathfinder Advanced
spray (DC 16), magic missile, ray of enfeeblement Player’s Guide), dispel magic, lesser globe of
(DC 16) invulnerability, nondetection, repulsion (DC 23),
0 (at will)—dancing lights, daze (DC 15), detect resistance, shield, shield other, spell turning, stoneskin
magic, disrupt undead, ghost sound (DC 15), mage
Spells Known (CL 15th; concentration +22)
hand, read magic
7th (5/day)—mass hold person (DC 24), waves of
STATISTICS exhaustion (DC 24)
6th (7/day)—acid fog, contingency, disintegrate
Str 26, Dex 10, Con 26, Int 19, Wis 21, Cha 21
(DC 23)
Base Atk +16; CMB +26; CMD 41
5th (7/day)—baleful polymorph (DC 22), cone of
Feats Combat Casting, Greater Spell Focus
cold (DC 22), feeblemind (DC 22), prying eyes
(abjuration)B, Hover, Improved Counterspell,
Improved Initiative, Multiattack, Power Attack, 4th (7/day)—black tentacles, greater invisibility,
Snatch, Spell Focus (abjuration)B, Vital Strike stone shape, wall of fire
Skills Appraise +19, Bluff +20, Diplomacy +20, Fly 3rd (8/day)—beast shape I, deep slumber (DC
+11, Heal +20, Intimidate +20, Knowledge (arcana, 20), fireball (DC 20), lightning bolt (DC 20)
history) +23, Perception +20, Sense Motive +20, 2nd (8/day)—cat’s grace, defensive shock
Spellcraft +23, Use Magic Device +20 (Pathfinder Roleplaying Game Ultimate Magic),
Languages Aklo, Celestial, Common, Draconic, Giant detect thoughts (DC 19), mirror image, web (DC 19)
SQ counterspelling, omnicaster, power channeling, 1st (8/day)—alarm, charm person (DC 18), color
raw magic manipulation, reduce enhancement, spray (DC 18), magic missile, ray of enfeeblement
spell penetration (DC 18)
0 (at will)—dancing lights, daze (DC 17), detect
Ancient Abjuration Dragon CR 18 magic, disrupt undead, ghost sound (DC 17), light,
XP 153,600 mage hand, prestidigitation, read magic
N Gargantuan dragon STATISTICS
Init +3; Senses detect abjuration, dragon senses;
Perception +30 Str 34, Dex 8, Con 30, Int 23, Wis 25, Cha 25
Aura frightful presence (300 ft., DC 29) Base Atk +24; CMB +40 (+44 overrun); CMD 56

8
D raconis A rcanus

Feats Combat Casting, Greater Spell Focus


(abjuration)B, Greater Overrun, Hover, Improved
Counterspell, Improved Initiative, Improved
A bjuration dragons are highly suspicious of others,
often to the point of paranoia. They approach
every situation with a defensive mindset, and use magic
Overrun, Improved Vital Strike, Intimidating to manipulate their lairs to hinder invaders. Despite
Prowess, Multiattack, Power Attack, Snatch, Spell this, they are often sought out for their depth of arcane
Focus (abjuration)B, Vital Strike knowledge, especially for breaking enchantments and
Skills Appraise +29, Bluff +30, Diplomacy +30, curses. For a substantial fee, they may choose to assist
Fly +12, Heal +30, Intimidate +42, Knowledge those bringing them such mental challenges, as they
(arcana, history, local) +29, Perception +30, Sense enjoy unweaving epic works of magic. They still treat
Motive +30, Spellcraft +33, Survival +30, Use even those they have know for centuries as possible
Magic Device +30 enemies, however, and never really grant their trust.
Languages Abyssal, Aklo, Celestial, Common, While not overly aggressive, abjuration dragons
Draconic, Giant, Infernal may attack first if they feel threatened; an annoyingly
SQ control abjuration, counterspelling, omnicaster, easy thing to do. They target melee opponents first,
power channeling, raw magic manipulation, reduce to allow spellcasters time to create abjurations that
enhancement, spell penetration the dragon can manipulate to their advantage.

9
M onster M enagerie

D ragon , C onjuration Such metamagic feats must be applicable to the spell


or effect to be put in place. Lastly any conjurations
This dragon has a muscular and sleek feline-like cast within line of sight of the dragon that require a
body with swirling bands of gold and violet scales. specific target can have that target changed to any
A crest with glittering and vaguely runic shapes other legal target of the dragons choice, including
runs from atop its head to midway down its tail. itself. This ability has no effect on eidolons.
Conjuration Dragon Creation (Su): A very old or older conjuration
N dragon dragon may create items as if using major creation,
except there is no limit to how long the created items
BASE STATISTICS last. The dragon can undo its creations as a free
CR 4; Size Small; Hit Dice 5d12 action. The dragon uses its total hit dice as caster
Speed 40 ft. level to determine the amount of a substance created.
Natural Armor +4; Breath Weapon line, 2d4 Demiplane (Su): An ancient or older conjuration
piercing dragon can create its own demiplane (as create
Str 14, Dex 13, Con 12, Int 13, Wis 11, Cha 16 demiplane; Pathfinder Roleplaying Game Ultimate
ECOLOGY Magic), save that the demiplane lasts until the dragon
dismisses it as a standard action, or the dragon dies.
Environment any land A great wyrm conjuration dragon upgrades its
Organization solitary demiplane (as greater create demiplane; Pathfinder
Treasure triple Roleplaying Game Ultimate Magic). The dragon
SPECIAL ABILITIES can alter one feature of its created plane per hour of
concentration.
Banishing Touch (Su): A very young or older
conjuration dragon’s touch banishes summoned Detect Conjuration (Ex): A conjuration dragon can
creatures unless they make a Will save. It may use detect conjuration spells and effects automatically.
this ability once per round as a melee touch attack This functions as detect magic, but only affecting
that replaces one of its normal melee attacks. This conjurations.
ability will not dismiss an eidolon, instead stunning Eidolon (Su): A juvenile or older conjuration
it for 1d4 rounds if it fails its save. The save DC is dragon may summon an eidolon as if it was an
Charisma-based. unchained summoner (Pathfinder Roleplaying
Breath Weapon (Su): Conjuration dragons primary Game Pathfinder Unchained) of its spellcaster
breath weapon that is a line of needles, which deal level. It gains summoner abilities related to the
piercing damage. See Summoning Breath below. eidolon, based on its caster level, and gains access
to feats that are related to eidolons.
Control Conjuration (Su): An old or older
conjuration dragon has complete control over active Empower Summons (Su): An ancient or older
conjuration spells and those cast within its line of conjuration dragon can add either + 5 to any three
sight. As a free action up to once per round, it may ability scores of any creature it summons, or add
add any one metamagic feat to any such spell, even up to +3 CR in templates to any single creature
if the conjuration dragon doesn’t know the feat. It it summons. If that creature dies, it may add the
may attempt to counterspell any conjuration spell templates to a different creature it newly summons.
or effect within line of sight, adding its age category This ability stacks with enhanced summons. This
to its caster level check. It may reduce or extend ability has no effect on the dragon’s eidolon.
the duration of a conjuration by a number of rounds Enhanced Summons (Su): An adult or older
equal to its Charisma modifier each round. It may conjuration dragon adds +2 to the ability scores of all
“layer” metamagic feats on an active conjuration creatures it summons, and may choose to add a +1 CR
spell or effect as a move action, up to one feat per template to one creature per age category it possesses.
round, or remove such layers in the same manner. This ability has no effect on the dragon’s eidolon.

10
D raconis A rcanus

Age Category Special Abilities Caster Level


Wyrmling Detect conjuration, healing focus, summoning breath I, grease –
Very young Banishing touch, web –
Young Portal creation, cure moderate wounds 1
Juvenile Eidolon, misty aura, summoning breath II, dimension door 3
Young adult DR 5/magic, protection from conjurations, instant summons 5
Adult Enhanced summons, frightful presence, 7
summoning breath III, black tentacles
Mature adult DR 10/magic, healing aura, planar adaption, 9
summoning breath IV, cure serious wounds
Old Control conjuration, summoning breath V, greater teleport 11
Very old Creation, DR 15/magic, summoning breath VI, heal 13
Ancient Demiplane, empower summons, summoning breath VII, 15
plane shift
Wyrm DR 20/magic, planar channeling, summoning breath VIII, 17
greater planar binding
Great wyrm Gate breath, summoning breath IX, trap the soul 19

Gate Breath (Su): As a full-round action, once per by the dragon. An adult or older dragon using this
day a great wyrm conjuration dragon can breathe ability may remove any type of fatigue or mental
out a gate. This gate lasts for 12 rounds without effects such as confusion or insanity.
concentration on the part of the dragon, although it Misty Aura (Su): A juvenile or older conjuration
may close the gate as a full round action. The dragon dragon may exude a fog from under its body, filling
may call one creature or group of creatures through a space of 100 feet around it (as obscuring mist).
the gate per round as a standard action, as per the When the dragon becomes an adult, the mist fills
gate spell. Uncontrolled creatures generally follow an area equal to its frightful presence, and it acts as
the dragons commands out of fear of its wrath. a fog cloud or stinking cloud (dragon’s choice). An
Healing Aura (Su): A mature adult or older old dragon may create a solid fog or cloudkill, and
conjuration dragon can transform its frightful an ancient dragon may choose to create an acid fog
presence into an aura of healing as a move action. or incendiary cloud. The dragon remains in a small
All living creatures within the radius heal 1d4 hit pocket of clarity within the effect, and any creature
points of damage per age category of the dragon. sharing its space is protected from the effect. The
Undead creatures within the aura take the same dragon cannot see through the fog that it creates
amount as damage, and take a -3 to all d20 rolls without some form of magical help.
they make while in the aura from the intense pain Planar Adaption (Ex): A mature adult or older
the aura inflicts on them. Undead are allowed a conjuration dragon instantly adapts to the forces
Will save to halve the damage. The dragon may end and environment of whatever plane it travels to as
its healing aura as a move action. The save DC is if it was a native of the plane. It no longer gains the
Charisma-based. extraplanar subtype when on a plane other than the
Healing Focus (Su): A wyrmling or older Material Plane. This ability also protects the dragon
conjuration dragon may take a full round action to when it uses its planar channeling ability.
call healing energies into itself, healing 1d6 points Planar Channeling (Su): A wyrm or older
of damage per age category, or removing all ability conjuration dragon can pull parts of other planes
damage, or removing any negative levels gained to it, transforming up to 100 feet per age category

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into terrain from that plane. All creatures entering specific target. This requires no actual effort on the
the area suffer the full effects of traveling on that dragon’s part, the conjuration effect simply has no
plane, and creatures native to that plane can exist effect on the dragon.
comfortably in the transformed area. The channeled
Summoning Breath (Su): As a full-round action, a
area fades away in 24 hours, although any damage
conjuration dragon can breathe out a cone of milky
done to the natural environment remains.
energy that coalesces into summoned creatures.
Portal Creation (Su): A young or older conjuration This ability acts as summon monster or summon
dragon can create a pair of portals, up to one mile nature’s ally with a spell level as indicated, with the
per age category apart. These portals are only visible dragon choosing when it uses the ability. Creatures
to conjuration dragons, or those using true seeing or summoned in this manner last for 24 hours unless
similar effects. The dragon must physically travel to killed or the dragon dismisses them. This ability is
each point that the portal opens at to set it, and can usable once every 1d4 rounds. A conjuration dragon
collapse a portal as a move action. The dragon may can have only one such use of this ability active at a
create an additional pair of portals per age category time while it has its eidolon summoned, otherwise
beyond young. it can have a maximum number of active uses of
Protection from Conjurations (Su): A young adult its summoning breath equal to its age category. Any
or older conjuration dragon can choose to not be the feats or abilities that modify the dragons summoned
target of a conjuration spell or effect that requires a creatures affect this ability.

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Spell-like Abilities (Sp): A conjuration dragon gains Languages Celestial, Common, Draconic
the following spell-like abilities, usable at will upon SQ counterspelling, healing focus (3d6),
reaching the listed age category. Wyrmling—grease, omnicaster, portal creation, power channeling, raw
Very Young—web, Young—cure moderate wounds, magic manipulation, spell penetration
Juvenile—dimension door, Young Adult—instant
summons, Adult—black tentacles, Mature Adult—
Adult Conjuration Dragon CR 12
cure serious wounds, Old—greater teleport, Very XP 19,200
Old—heal 3/day, Ancient—plane shift, Wyrm— N Huge dragon
greater planar binding, Great Wyrm—trap the soul Init +3; Senses detect conjuration, dragon senses;
Perception +18
Young Conjuration Dragon CR 8 Aura frightful presence (180 ft., DC 23), misty aura
XP 4,800
DEFENSE
N Large dragon
Init +4; Senses detect conjuration, dragon senses; AC 26, touch 7, flat-footed 26 (-1 Dex, +19 natural,
Perception +12 -2 size)
hp 202 (15d12+105)
DEFENSE
Fort +14, Ref +8, Will +12
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size) Defensive Abilities protection from conjurations;
hp 85 (9d12+27) DR 5/magic; Immune paralysis, sleep; SR 23
Fort +9, Ref +6, Will +7 Weaknesses antimagic vulnerability
Immune paralysis, sleep; SR 19
OFFENSE
Weaknesses antimagic vulnerability
Speed 40 ft., fly 200 ft. (poor)
OFFENSE
Melee bite +22 (2d8+13), 2 claws +22 (2d6+9), 2
Speed 40 ft., fly 200 ft. (poor) wings +20 (1d8+4), tail slap +20 (2d6+13)
Melee bite +14 (2d6+9), 2 claws +14 (1d8+6), 2 Space 15 ft.; Reach 10 ft. (15 ft. with bite)
wings +12 (1d6+3), tail slap +12 (1d8+9) Special Attacks banishing touch (DC 23), breath
Space 5 ft.; Reach 5 ft. (10 ft. with bite) weapon (100 ft. line, DC 22, 12d4 piecing), crush,
Special Attacks banishing touch (DC 18), summoning breath III
breath weapon (80 ft. line, DC 17, 6d4 piecing), Spell-like Abilities (CL 15th; concentration +21)
summoning breath I At will—black tentacles, cure moderate wounds,
Spell-like Abilities (CL 9th; concentration +13) dimension door, grease (DC 19), instant summons,
At will—cure moderate wounds, grease (DC 16), web (DC 20)
web (DC 17) Spells Known (CL 7th; concentration +13)
Spells Known (CL 1st; concentration +5) 3rd (5/day)—dispel magic, heroism
1st (4/day)—charm person (DC 15), cure light wounds 2nd (8/day)—invisibility, rope trick, shield other
0 (at will)—acid splash, detect magic, read 1st (8/day)—bless, charm person (DC 18), cure
magic, stabilize light wounds, enlarge person, magic missile
0 (at will)—acid splash, detect magic, dancing
STATISTICS
lights, disrupt undead, ghost sounds (DC 16), read
Str 22, Dex 11, Con 16, Int 15, Wis 13, Cha 18 magic, stabilize
Base Atk +9; CMB +16; CMD 26
STATISTICS
Feats Augment Summoning, Improved Initiative,
Multiattack, Power Attack, Spell Focus (conjuration)B, Str 28, Dex 9, Con 20, Int 19, Wis 17, Cha 22
Summoner’s Call (Pathfinder Advanced Player’s Guide) Base Atk +15; CMB +26; CMD 35
Skills Bluff +13, Diplomacy +13, Fly -1, Heal +10, Feats Augment Summoning, Greater Spell Focus
Intimidate +13, Knowledge (arcana, planes) +13, (conjuration)B, Improved Initiative, Multiattack,
Perception +12, Sense Motive +12, Spellcraft +13, Power Attack, Resilient Eidolon*, Spell Focus
Use Magic Device +13 (conjuration)B, Starlight Summons*, Summoner’s

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Call (Pathfinder Advanced Player’s Guide), Spells Known (CL 15th; concentration +23)
Superior Summoning* 7th (5/day)—firebrand* (DC 25), greater
* These feats are from Pathfinder Roleplaying polymorph (DC 25))
Game Ultimate Magic. 6th (7/day)—mass bear’s endurance, mass bull’s
strength, mass cat’s grace
Skills Appraise +19, Bluff +21, Diplomacy +21, Fly 5th (7/day)—animal growth, greater rejuvenate
+3, Heal +18, Intimidate +21, Knowledge (arcana, eidolon*, ice crystal teleport (DC 25; Pathfinder
planes) +19, Perception +18, Sense Motive +18, Roleplaying Game Ultimate Magic), sending
Spellcraft +19, Stealth +3, Use Magic Device +21 4th (8/day)—mass enlarge person, mass reduce
Languages Abyssal, Celestial, Common, Draconic, person (DC 22), stoneskin, transmogrify*
Infernal 3rd (8/day)—dispel magic, fireball (DC 21),
SQ counterspelling, eidolon, enhanced summons, heroism, invisibility sphere
healing focus (6d6), omnicaster, portal creation, 2nd (8/day)—acid arrow, blur, invisibility, rope
power channeling, raw magic manipulation, spell trick, shield other
penetration 1st (8/day)—bless, charm person (DC 19), cure
light wounds, enlarge person, magic missile
Ancient Conjuration Dragon CR 17 0 (at will)—acid splash, bleed (DC 18), detect
XP 102,400 magic, dancing lights, disrupt undead, ghost sound
N Gargantuan dragon (DC 18), mage hand, read magic, stabilize
Init +2; Senses detect conjuration, dragon senses; * These spells are from the Pathfinder Advanced
Perception +28 Player’s Guide.
Aura frightful presence (300 ft., DC 30), healing
aura (10d4, DC 29), misty aura STATISTICS

DEFENSE Str 36, Dex 7, Con 24, Int 23, Wis 21, Cha 26
Base Atk +23; CMB +40; CMD 48
AC 35, touch 4, flat-footed 35 (-2 Dex, +31 natural, Feats Augment Summoning, Greater Spell
-4 size) Focus (conjuration)B, Hover, Improved Initiative,
hp 310 (23d12+161) Moonlight Summons*, Multiattack, Power Attack,
Fort +20, Ref +11, Will +19 Resilient Eidolon*, Spell Focus (conjuration)B,
Defensive Abilities planar adaption, protection Starlight Summons*, Summoner’s Call (Pathfinder
from conjurations; DR 15/magic; Immune Advanced Player’s Guide), Superior Summoning*,
paralysis, sleep; SR 28 Vigilant Eidolon*, Vital Strike
Weaknesses antimagic vulnerability
* These feats are from Pathfinder Roleplaying
OFFENSE Game Ultimate Magic.
Speed 40 ft., fly 250 ft. (clumsy) Skills Appraise +29, Bluff +31, Craft (sculpture)
Melee bite +32 (4d6+19), 2 claws +32 (2d8+13), 2 +29, Diplomacy +31, Fly +5, Heal +28, Intimidate
wings +30 (2d6+6), tail slap +30 (2d8+19) +31, Knowledge (arcana, planes) +29, Perception
Space 20 ft.; Reach 15 ft. (20 ft. with bite) +28, Sense Motive +28, Spellcraft +29, Stealth +7,
Special Attacks banishing touch (DC 29), breath Use Magic Device +31
weapon (120 ft. line, DC 32, 20d4 piecing), crush, Languages Abyssal, Celestial, Common, Draconic,
summoning breath VII, tail sweep Ignan, Infernal, Terran
Spell-like Abilities (CL 23rd; concentration +31) SQ control conjuration, counterspelling, creation,
At will—black tentacles, cure moderate wounds, demiplane, eidolong, empower summons, enhanced
cure serious wounds, dimension door, grease (DC summons, healing focus (10d6), omnicaster, portal
21), greater teleport, instant summons, plane shift creation, power channeling, protection from
(DC 27), web (DC 22) conjurations, raw magic from conjurations, raw
3/day—heal (DC 26) magic manipulation, spell penetration

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C onjuration dragons are highly social creatures,


and depending on the disposition of the
individual dragon, they could be anywhere from
damage a dangerous foe. As they age, they often
gain friends and make alliances with ever more
powerful extraplanar creatures, that may be called
a jovial and talkative host, or a megalomaniacal upon to help shore up the dragon’s defenses.
tyrant. They get depressed when alone, and see their A conjuration dragon old enough to create its own
eidolon as their most trusted companion, major demiplane moves its entire lair there, and may only
dormo, and adviser. Harming their eidolon ensures actually enter the real world once a century. Few
a conjuration dragon’s eternal hatred. dragon slayers care to battle an elder conjuration
Conjuration dragons create their own armies dragon within its own plane, both for the absolute
when in need labor, or in battle. They bog down control of the plane, and for the fact that if they slay
foes in a sea of summoned minions, and are willing the dragon, both they and its horde are dumped into
to sacrifice their summoned allies if they must to the nearest plane.

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D ragon , D ivination or behave as if targeted by insanity. Any divination


dragon can see the visions tormenting those under
This dragon is twisted and hunchbacked, with a the effects of breath of fate, without suffering any ill
massive eyeless head that has horns curling on either effects. The save DC is Charisma-based.
side whichare tipped with milky orbs. Its scales are
round and glassy, with mists swirling within them. Breath Weapon (Su): Divination dragons primary
Four dragonfly-like wings sprout from its body. breath weapon is a line of plasma that deals one-
half fire damage and one-half electricity damage.
Divination Dragon
Control Divination (Su): An old or older divination
N dragon dragon has complete control over active divination
BASE STATISTICS spells and those cast within its line of sight. As a free
action once per round, it may add any one metamagic
CR 3; Size Tiny; Hit Dice 4d12
feat to any such spell, even if the divination dragon
Speed 60 ft.
doesn’t know the feat. It may attempt to counterspell
Natural Armor +3; Breath Weapon line, 2d4 plasma
any divination spell or effect within line of sight,
Str 10, Dex 17, Con 13, Int 19, Wis 14, Cha 12
adding its age category to its caster level check. It
ECOLOGY may reduce or extend the duration of a divination by
Environment any land a number of rounds equal to its Charisma modifier
Organization solitary each round. It may “layer” metamagic feats on an
Treasure triple active divination spell or effect as a move action,
up to one feat per round, or remove such layers in
SPECIAL ABILITIES the same manner. Such metamagic feats must be
Awareness (Su): A very young or older divination applicable to the spell or effect to be put in place.
dragon adds its Intelligence modifier to initiative Lastly any divinations cast within line of sight of
checks, and on all saving throws. Once it reaches the dragon that require a specific target can have
the juvenile age category, it also adds its Intelligence that target changed to any other legal target of the
modifier to its AC as a dodge bonus, and it gains dragons choice, including itself.
evasion. Once it reaches the young adult age category Detection (Sp): A young adult or older divination
it gains uncanny dodge. Once it reaches the adult age dragon may use any detection spell, one spell per
category it can never be surprised, flanked, or be flat- round, at will, as well as greater arcane sight.
footed unless it is denied its Dexterity bonus, an it
gains improved uncanny dodge. Detect Divination (Ex): A divination dragon can
detect divination spells and effects automatically. This
Breath of Fate (Su): Once every 1d4 rounds, an functions as detect magic, but only affecting divinations.
old or older divination dragon can breath out a cone
of swirling pearly mist in place of its normal breath Eyespies (Su): An adult or older divination dragon
weapon. Anyone caught within the cone must make can create tiny floating eyes, similar to the prying
a Will save or be be trapped in a whirlwind of images eyes spell. The dragon can see though the eyes, one
from their past, present, and future. To others they at a time, with concentration or they can record
seem to stand helplessly, glowing with a soft white what they see and return to show the dragon that
light. Victims so trapped may make a new Will save created them. They are considered to have the same
each round to free themselves from the visions. visual abilities as the dragon that created them, and
Targeting the victim with a greater restoration, the dragon can use any of its visual or detection
heal, limited wish, or wish will break the effect. A abilities through an eye that it gazes through. The
victim that spends a number of rounds trapped that eyes are tougher than those created by the spell,
is greater than their Wisdom modifier is confused each possessing 5 hp per age category of the dragon.
for 1d4 rounds when they break free, and at the The eyes exist until the dragon dispels them, or they
end of that time they must make a final Will save are destroyed, and can be recreated 24 hours later.

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Age Category Special Abilities Caster Level


Wyrmling Detect divination, forewarning, scrying instinct, read magic –
Very young Awareness, deathwatch –
Young Scrying mastery, identify 1
Juvenile Telepathy, locate object 3
Young adult DR 5/magic, detection, clairaudience/clairvoyance 5
Adult Eyespies, oracle scales, contact other plane 7
Mature adult DR 10/magic, twist fate, telepathic bond, true seeing (constant) 9
Old Breath of fate, control divination, analyze dweomer 11
Very old DR 15/magic, touch of possibility, legend lore 13
Ancient True focus, foresight 15
Wyrm DR 20/magic, knowing glance, limited wish 17
Great wyrm Word of revelation, wish 19

Forewarning (Su): A wyrmling or older divination Protection from Divinations (Su): A young adult
dragon receives constant flashes of events to be. As a or older divination dragon can choose to not be the
free action once per round, it may add its Intelligence target of a divination spell or effect that requires a
bonus to any one d20 roll it is about to make. specific target. This requires no actual effort on the
Knowing Glance (Su): A wyrm or older divination dragon’s part, the divination effect simply has no
dragon that spends a full-round action studying a effect on the dragon.
target learns the targets nature, history, fears, and Scrying Instinct (Su): A wyrmling or older divination
tactics. The dragon adds its Intelligence modifier to dragon automatically knows if they are being scryed
the DC of all saves against mind-affecting effects that upon, and may end the effect at any time.
it uses on the victim, as well as to any social skill rolls
made against the target. It adds the modifier to its AC Scrying Mastery (Su): A young or older divination
against attacks from the target, and to saves against dragon treats any target they try to scry upon as
spells and effects used against it by the target. In familiar. In addition, if they are scryed upon, they
addition it may make a pronouncement regarding the may concentrate to show the viewer whatever
target’s past or future traumas, causing the target to images the dragon wants them to see.
make a Will save or be confused or panicked for 2d6 Telepathy (Su): A juvenile or older divination
rounds (dragon’s choice). The dragon cannot use its dragon gains telepathy with a 100 ft. range.
forewarning bonus against the target of its knowing
glance ability. The save DC is Charisma-based. Touch of Possibility (Su): A very old or older
divination dragon may use a standard action to
Oracle Scales (Su): An adult or older divination make a melee touch attack against a single target.
dragon’s scales become rounded and clear, as if its If successful, the victim is flooded with images
body was studded with crystal balls. The dragon can of every possibility available for them to make,
scry on a number of targets equal to its Intelligence requiring them to make a Will save for every action
modifier at any time. If the dragon allows, other
they wish to make, with failure preventing the target
creatures may use its scales as a normal crystal ball.
from taking any actions that turn. This ability lasts
An old or older dragon’s scales add see invisibility
until the victim makes 3 consecutive successful
to their scrying, while a very old or older dragon’s
Will saves. The save DC is Charisma-based.
scales add detect thoughts. An ancient or older
dragon’s scales allow for telepathy, while a wyrm or True Focus (Su): An ancient or older divination
older scrys with true seeing. 2D4 crystal balls may dragon may choose to forgo its forewarning ability
be retrieved from the corpse of a divination dragon. to gain a +20 insight bonus to one attack roll as

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a full round action. Alternatively, it may grant a internalize the field instead, taking the better of the two
+20 bonus to attack rolls, divided up however it rolls. Using the field for itself is taxing on the dragon,
chooses, to up to 20 creatures. It must have line of and while under the effect it is unable to use any other
sight to any creatures other than itself. For example supernatural ability or cast spells, and is fatigued for
it may give 20 creatures a +1 bonus, 4 creatures a one hour per two rounds of use afterwards.
+5 bonus, or a single one a +20 bonus. This bonus Word of Revelation (Su): A great wyrm divination
ends when the target makes a successful attack, or dragon that has observed an intelligent target for at
the dragon ends it. least one round may whisper an existence altering
Twist Fate (Su): A mature adult or older divination secret about the targets true nature into their
dragon can create a field of multiple probabilities minds. The exact effect this has varies based on the
around it, reaching out to a range of 10 ft. per age target, but always creates a vast change: fiends and
category. A divination dragon can use this ability for celestials change their alignment, arch-priests lose
a number of consecutive rounds equal to twice its their faith, warlords beat their swords into plows,
age category, and can’t use this ability if fatigued or and kings become hermits. At the very least, a victim
exhausted. Opponents within this field roll all dice of this power suffer under the effects of insanity,
twice, and take the worst result. The dragon may removable only by direct divine intervention. The

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victim is allowed a single Will save to “forget” what Skills Bluff +13, Diplomacy +13, Fly +13,
the dragon speaks to them. Regardless of if a victim Intimidate +13, Knowledge (arcana, history, local)
makes the save or suffers the effects of the ability, +16, Perception +16, Sense Motive +16, Spellcraft
they are immune to further uses of this ability for +16, Use Magic Device +13
one year. The save DC is Intelligence-based. Languages Aklo, Common, Draconic, Elven,
Spell-like Abilities (Sp): A divination dragon gains Sylvan, Undercommon
the following spell-like abilities, usable at will SQ awareness, counterspelling, forewarning,
upon reaching the listed age category. Wyrmling— omnicaster, power channeling, raw magic
read magic, Very Young—deathwatch, Young— manipulation, scrying instinct, scrying mastery,
identify, Juvenile—locate object, Young Adult— spell penetration
clairaudience/clairvoyance, Adult—contact other
plane, Mature Adult—telepathic bond, true seeing Adult Divination Dragon CR 11
(constant), Old—analyze dweomer, Very Old—
XP 12,800
legend lore, Ancient—foresight, Wyrm—limited
N Large dragon
wish, Great Wyrm—wish
Init +12; Senses detect divination, dragon senses;
Young Divination Dragon CR 7 Perception +25
XP 3,200 Aura frightful presence (180 ft., DC 21)
N Medium dragon DEFENSE
Init +11; Senses detect divination, dragon senses;
Perception +19 AC 35, touch 17, flat-footed 35 (+1 Dex, +7 dodge,
+18 natural, -1 size)
DEFENSE
hp 161 (14d12+70)
AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural) Fort +21, Ref +17, Will +21
hp 76 (8d12+24) Defensive Abilities evasion, improved uncanny
Fort +14, Ref +13, Will +14 dodge; DR 5/magic; Immune paralysis, sleep; SR 22
Immune paralysis, sleep; SR 18 Weaknesses antimagic vulnerability
Weaknesses antimagic vulnerability
OFFENSE
OFFENSE
Speed 60 ft., fly 200 ft. (poor)
Speed 60 ft., fly 150 ft. (average) Melee bite +20 (2d6+10), 2 claws +20 (1d8+7), 2
Melee bite +12 (1d8+6), 2 claws +12 (1d6+4), 2 wings +15 (1d6+3), tail slap +15 (1d8+10)
wings +7 (1d4+2) Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Space 5 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (80 ft. line, DC 22,
Special Attacks breath weapon (60 ft. line, DC 17, 12d4 fire), crush
6d4 fire)
Spell-like Abilities (CL 14th; concentration +18)
Spell-like Abilities (CL 8th; concentration +10)
At will—clairaudience/clairvoyance, contact other
At will—deathwatch, identify, read magic
plane, deathwatch, identify, locate object, read magic
Spells Known (CL 1st; concentration +3)
Spells Known (CL 7th; concentration +11)
1st (4/day)—color spray (DC 13), magic missile
0 (at will)—acid splash, arcane mark, detect 3rd (5/day)—bestow curse (DC 17), fireball (DC 17)
magic, mage hand 2nd (7/day)—mirror image, scorching ray, touch
of idiocy (DC 16)
STATISTICS 1st (7/day)—color spray (DC 15), entropic shield,
Str 18, Dex 15, Con 17, Int 21, Wis 16, Cha 14 magic missile, shield, silent image
Base Atk +8; CMB +12; CMD 24 0 (at will)—acid splash, detect magic, flare (DC
Feats Alertness, Blind-Fight, Combat Expertise, 14), ghost sounds (DC 14), prestidigitation, ray of
Improved Initiative, Spell Focus (divination)B frost, read magic

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Spell-like Abilities (CL 22th; concentration +28)


STATISTICS
Constant—true seeing
Str 24, Dex 13, Con 21, Int 25, Wis 20, Cha 18 At will—analyze dweomer, clairaudience/
Base Atk +14; CMB +22;, CMD 40 clairvoyance, contact other plane, deathwatch,
Feats Alertness, Antagonize (Pathfinder Roleplaying foresight, identify, legend lore, locate object, read
Game Ultimate Magic), Blind-Fight, Combat magic, telepathic bond
Expertise, Greater Spell Focus (divination)B, Spells Known (CL 15th; concentration +21)
Improved Blind-Fight*, Improved Feint, Improved 7th (4/day)—insanity (DC 23), spell turning
Initiative, Spell Focus (divination)B 6th (7/day)—eyebite (DC 22), forceful hand, wall
of iron
* This is from Pathfinder Advanced Player’s
5th (7/day)—feeblemind (DC 21), interposing
Guide.
hand, telekinesis (DC 21), wall of stone
Skills Appraise +23, Bluff +20, Diplomacy +20, Fly 4th (7/day)—crushing despair (DC 20), greater
+11, Intimidate +20, Knowledge (arcana, history, local, invisibility, inflict critical wounds (DC 20),
nobility) +23, Perception +25, Sense Motive +25, phantasmal killer (DC 20)
Spellcraft +23, Stealth +13, Use Magic Device +20 3rd (7/day)—bestow curse (DC 19), deep slumber
Languages Aklo, Celestial, Common, Draconic, (DC 19), fireball (DC 19), major image
Elven, Infernal, Sylvan, Undercommon; telepathy 2nd (8/day)—acid arrow, eagle’s splendor, mirror
100 ft. image, scorching ray, touch of idiocy (DC 18)
SQ awareness, counterspelling, detection, eyespies, 1st (8/day)—color spray (DC 17), entropic shield,
forewarning, omnicaster, oracle scales, power magic missile, shield, silent image
channeling, raw magic manipulation, scrying 0 (at will)—acid splash, dancing lights, detect
instinct, scrying mastery, spell penetration magic, disrupt undead, flare (DC 16), ghost sounds
(DC 16), prestidigitation, ray of frost, read magic
Ancient Divination Dragon CR 16 STATISTICS
XP 76,800
Str 32, Dex 11, Con 25, Int 29, Wis 24, Cha 22
N Huge dragon Base Atk +22; CMB +35; CMD 54
Init +13; Senses detect divination, dragon senses Feats Alertness, Antagonize (Pathfinder Roleplaying
true seeing; Perception +34 Game Ultimate Magic), Blind-Fight, Combat
Aura frightful presence (300 ft., DC 27) Expertise, Critical Focus, Greater Blind-Fight*,
DEFENSE Greater Feint, Greater Spell Focus (divination)B,
Improved Blind-Fight*, Improved Feint, Improved
AC 47, touch 17, flat-footed 478 (+9 dodge, +30 Initiative, Spell Focus (divination)B, Vital Strike
natural, -2 size)
hp 297 (22d12+154) * These are from Pathfinder Advanced Player’s
Fort +29, Ref +22, Will +29 Guide.
Defensive Abilities evasion, improved uncanny dodge; Skills Appraise +32, Bluff +29, Diplomacy +29, Fly
DR 15/magic; Immune paralysis, sleep; SR 27 +15, Intimidate +29, Knowledge (arcana, history,
Weaknesses antimagic vulnerability local, nobility, planes, religion) +32, Perception
+34, Sense Motive +34, Spellcraft +32, Stealth +15,
OFFENSE
Survival +20, Use Magic Device +29
Speed 60 ft., fly 200 ft. (poor) Languages Abyssal, Aklo, Celestial, Common,
Melee bite +29 (2d8+16), 2 claws +29 (2d6+11), 2 Draconic, Dwarven, Elven, Infernal, Sylvan,
wings +24 (1d8+5), tail slap +29 (2d6+16) Undercommon; telepathy 100 ft.
Space 15 ft.; Reach 10 ft. (15 ft. with bite) SQ awareness, control divination, counterspelling,
Special Attacks breath of fate, breath weapon (100 detection, eyespies, forewarning, omnicaster, oracle
ft. line, DC 28, 20d4 fire), crush, tail sweep, touch scales, power channeling, raw magic manipulation,
of possibility, true focus, twist fate scrying instinct, scrying mastery, spell penetration

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D ivination dragons are strange creatures, steeped


in superstition, and feared even by those whose
step shakes the world. Their habit of answering
their research, and avoid spell effects before they
are cast. As they age, they use their enemies pasts
and futures against them, trapping them in their
questions before asked, and general attitude of own existence. They find combat distasteful, yet are
knowing everything about anyone that comes almost always prepared when it arrives.
before them makes them unpleasant companions, Elder divination dragons only leave their lair in
and few creatures can tolerate their cryptic ways response to events that most beings would consider
and lack of patience for long. On the rare occasion apocalyptic. Legends tell of demon lords poised
that two of their kind meet, they speak little, and to devastate the land being confronted with the
end their business rapidly. whispered words of a great wyrm divination dragon,
While far from the most powerful of dragon kind, and fleeing, screaming, back to the Abyss. When
the knowledge divination dragons have of their foes pressed on if they are changing the future when they
tactics and actions makes them frustrating foes. intervene, a divination dragon only answers that they
They brush aside attacks without looking up from “do what they must for the balance of reality itself.”

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D ragon , E nchantment spell or effect as a move action, up to one feat per


round, or remove such layers in the same manner. Such
This dragon is long and slender to an almost metamagic feats must be applicable to the spell or
unnaturally degree. Its mouth sports the toothy grin effect to be put in place. Lastly any enchantments cast
of utter self confidence. The horns set on its head within line of sight of the dragon that require a specific
resemble a grand crown, and iits scales swirl with target can have that target changed to any other legal
colors and patterns enthralling to the eye. target of the dragons choice, including itself.
Enchantment Dragon Dazing Breath (Su): A adult or older enchantment
N dragon dragon may, once every 1d4 rounds, breathe out
a cone of energy that acts a daze monster on any
BASE STATISTICS intelligent creature it hits, regardless of HD or if it
CR 3; Size Tiny; Hit Dice 4d12 is living or undead. A successful Will save negates
Speed 60 ft. this dazing effect. The save DC is Charisma-based.
Natural Armor +3; Breath Weapon cone, 2d6 sonic Detect Enchantment (Ex): An enchantment
Str 8, Dex 15, Con 13, Int 16, Wis 14, Cha 19 dragon can detect enchantment spells and effects
ECOLOGY automatically. This functions as detect magic, but
only affecting enchantments.
Environment any land
Organization solitary Dominating Breath (Su): An ancient or older
Treasure triple enchantment dragon may breathe out a line of dark
energy three times a day. Any living creature struck
SPECIAL ABILITIES by the line must make a Will save or be dominated (as
Breath Weapon (Su): Enchantment dragons dominate monster). The save DC is Charisma-based.
primary breath weapon is a cone of syllabant Emotional Aura (Su): A mature adult or older
whispering that deals sonic damage. Targets taking enchantment dragon may, as a free action, alter its
damage must also make a Will save or be confused frightful presence to trigger other emotions just by
for 1d4 rounds. The save DC against the confused being within range. Apathetic presence causes targets
effect is Charisma-based. within its range to take a -4 morale penalty to all d20
Calling (Su): A very young or older enchantment rolls, as well as moving at half their normal speed.
dragon can call current and former creatures it has Calming presence acts as a calm emotions spell.
charmed or dominated. The target must make a Hateful presence causes all targets affected to act as if
Will save each 24 hours or be compelled to move under the effect of a rage spell, attacking the nearest
in the dragon’s direction in the most expedient way target to the best of its ability. Loving presence
possible. Targets on other planes cannot be affected causes those under the effect to be filled with a desire
by this ability. The save DC is Charisma-based. to protect all others affected, as well as giving them a
-2 penalty to any mind affecting effects.
Control Enchantment (Su): An old or older
enchantment dragon has complete control over active Hypnotic Scales (Su): The scales of a juvenile or
enchantment spells and those existing or being cast older enchantment dragon swirl with colors whenever
within its line of sight. As a free action once per round, it is not actively moving. Living creatures with less
it may add any one metamagic feat to any such spell than half the dragon’s HD that see the dragon’s scales
being cast, even if the dragon doesn’t know the feat. must make a Will save or be fascinated for as long as
It may attempt to counterspell any enchantment spell the dragon remains motionless. A target that makes
or effect within line of sight, adding its age category their save is immune to the hypnotic effect for 24
to its caster level check. It may reduce or extend the hours. The save DC is Charisma-based.
duration of an enchantment by a number of rounds Holding Glare (Su): A mature adult or older
equal to its Charisma modifier each round. It may enchantment dragon may attempt to fix one creature
“layer” metamagic feats on an active enchantment within 30 feet for one round per age category of the

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Age Category Special Abilities Caster Level


Wyrmling Silver tongue, daze –
Very young Calling, sleep –
Young Weaken will, hideous laughter 1
Juvenile Hypnotic scales, touch of idiocy 3
Young adult DR 5/magic, suggestive voice, deep slumber 5
Adult Dazing breath, pulse, subliminal command, hold person 7
Mature adult DR 10/magic, Emotional aura, holding glare, geas/quest 9
Old Control enchantment, inspiring presence, feeblemind 11
Very old DR 15/magic, invasive thoughts, mind fog 13
Ancient Dominating breath, insanity 15
Wyrm DR 20/magic, infectious suggestion, binding 17
Great wyrm Majesty, power word 19

dragon with its gaze. Targets that fail to avoid its gaze Majesty (Su): A great wyrm enchantment dragon
must make a Will save or be paralyzed (as hold monster). has such an overwhelming presence that creatures
Held targets may make a new save each round to break with an Intelligence score that possess a Charisma
the effect. The save DC is Charisma-based. score lower than the dragon’s must make a Will save
each round to act against the dragon. Victims are
Infectious Suggestion (Su): Wyrm or older
not under the control of the dragon, although those
enchantment dragons that use any suggestion spell
of weak will simply follow the creatures commands
or effect can make it infectious. The victim can be
out of awe and fear. Other victims may grovel before
instructed to repeat the suggestion to any targets the
the dragon, while stronger foes simply freeze in
dragon chooses, including “everyone you meet.”
place, attempting to muster the will to strike. Victims
Victims that hear and understand the suggestion must
may take any action that will not directly harm
make a Will save (same DC as the suggestion effect)
the enchantment dragon, and suffer no defensive
or be affected by both the suggestion, and the urge to
penalties. The save DC is Charisma-based.
pass it on. The dragon can have its suggestion passed
on to a number of targets equal to double its Charisma Protection from Enchantments (Su): A young
modifier before the effect is too diluted to infect others. adult or older enchantment dragon can choose to
not be the target of an enchantment spell or effect
Inspiring Presence (Su): An old or older enchantment
that requires a specific target.
dragon inspires those it has under its mental sway.
Victims it has charmed or dominated receive a +4 Pulse (Su): An adult or older dragon that rests
morale bonus to attack rolls and saving throws (except in a place for a full 24 hours may create either an
against the enchantment dragon controlling them), and antipathy or sympathy effect covering up to 20
gain the ferocity universal monster ability, for as long square feet per age category. The dragon can change
as the mental control remains. the effect by concentrating for one hour.
Invasive Thoughts (Su): Very old or older Silver Tongue (Su): A wyrmling or older
enchantment dragons can attempt to renew any enchantment dragon gains a +1 bonus per age
enchantment spell or effect that it had previously had category to all Bluff, Diplomacy, Intimidate,
in effect on one target per round. The victim must Perform, and Sense Motive skill checks, as well as
make a Will save to resist (same DC as the normal all other skill checks relevant to the social situation
effect), and if successful, that previous effect can never (subject to GM discretion).
be reestablished on that victim again. A creature can Subliminal Command (Su): An adult or older
still be subjected to a new instance of the effect. enchantment dragon may add a second subliminal

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M onster M enagerie

command to any suggestion spell or effect it uses, suggestion, or greater command instead. Regardless
regardless of the effects success. The second of age category, the save DC is Charisma-based.
suggestion takes effect when a preset condition is Weaken Will (Su): A young or older enchantment
met (“You should attack the prince when you next dragon imposes a -5 penalty to saves against any
meet”), and the victim receives a Will save to resist charm or dominate effect it casts against targets it is
the effect (same DC as the original suggestion). The attacking, as well as to opposed Charisma checks or
subliminal suggestion remains in effect for a number saves against its orders if they are against its nature.
of days equal to the dragon’s Charisma score.
Spell-like Abilities (Sp): An enchantment dragon
Suggestive Voice (Su): A young adult or older gains the following spell-like abilities, usable at will
enchantment dragon may make a suggestion or upon reaching the listed age category. Wyrmling—
command to any creature it is able to communicate daze, Very Young—sleep, Young—hideous laughter,
with as a move action. An adult enchantment Juvenile—touch of idiocy, Young Adult—deep
dragon can chose to affect all listeners as per mass slumber, Adult—hold person, Mature Adult—geas/

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D raconis A rcanus

quest, Old—feeblemind, Very Old—mind fog, Int +4; Senses detect enchantment, dragon senses;
Ancient—insanity, Wyrm—binding, Great Wyrm— Perception +22
power word any (selects power word at time of casting) Aura frightful presence (180 ft., DC 25)
Young Enchantment Dragon CR 7 DEFENSE
XP 3,200 AC 27, touch 9, flat-footed 27 (+18 natural, -1 size)
N Medium dragon hp 161 (14d12+70)
Int +5; Senses detect enchantment, dragon senses; Fort +14, Ref +9, Will +14
Perception +14 DR 5/magic; Immune paralysis, sleep; SR 22
Weaknesses antimagic vulnerability
DEFENSE
OFFENSE
AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
hp 76 (8d12+24) Speed 60 ft., fly 200 ft. (poor)
Fort +9, Ref +7, Will +9 Melee bite +19 (2d6+9), 2 claws +19 (1d8+6), 2
Immune paralysis, sleep; SR 18 wings +14 (1d6+3), tail slap +14 (1d8+9)
Weaknesses antimagic vulnerability Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40 ft. cone, DC 22,
OFFENSE
12d6 sonic plus DC 24 or confused 1d4 rounds),
Speed 60 ft., fly 150 ft. (average) calling (DC 24), crush, dazing breath (DC 24),
Melee bite +11 (1d8+4), 2 claws +11 (1d6+3), 2 hypnotic scales (DC 24), subliminal command,
wings +6 (1d4+1) suggestive voice (DC 24), weaken will
Space 5 ft.; Reach 5 ft. (10 ft. with bite) Spell-like Abilities (CL 14th; concentration +21)
Special Attacks breath weapon (30 ft. cone, DC At will—daze (DC 19), deep slumber (DC 22),
17, 6d6 sonic plus DC 19 or confused 1d4 rounds), hideous laughter (DC 21), hold person (DC 22),
calling (DC 19), weaken will sleep (DC 20), touch of idiocy
Spell-like Abilities (CL 8th; concentration +13) Spells Known (CL 7th; concentration +14)
At will—daze (DC 16), hideous laughter (DC 3rd (6/day)—dispel magic, protection from energy
18), sleep (DC 17) 2nd (8/day)—command undead (DC 19), enthrall
Spells Known (CL 1st; concentration +6) (DC 21), shatter (DC 19)
1st (5/day)—bane (DC 17), charm person (DC 17) 1st (8/day)—bane (DC 20), detect undead, mage
0 (at will)—arcane mark, detect magic, mage armor, magic missile, sanctuary (DC 18)
hand, read magic 0 (at will)—arcane mark, dancing lights, detect magic,
ghost sound (DC 17), mage hand, message, read magic
STATISTICS
STATISTICS
Str 16, Dex 13, Con 17, Int 18, Wis 16, Cha 21
Base Atk +8; CMB +11; CMD 22 Str 22, Dex 11, Con 21, Int 22, Wis 20, Cha 25
Feats Combat Casting, Improved Initiative, Base Atk +14; CMB +21; CMD 31
Leadership, Persuasive, Spell Focus (enchantment)B Feats Combat Casting, Critical Focus, Greater
Skills Bluff +19, Diplomacy +21, Fly +12, Spell Focus (enchantment)B, Improved Initiative,
Intimidate +21, Knowledge (arcana, local) +15, Leadership, Persuasive, Skill Focus (Bluff), Spell
Perception +14, Sense Motive +17, Spellcraft +15, Focus (enchantment)B, Spell Penetration
Use Magic Device +16 Skills Appraise +23, Bluff +36, Diplomacy +34,
Languages Aklo, Common, Draconic, Giant, Goblin Fly +11, Intimidate +34, Knowledge (arcana, local)
SQ counterspelling, omnicaster, power channeling, raw +23, Perception +22, Sense Motive +28, Spellcraft
magic manipulation, silver tongue +3, spell penetration +23, Stealth +13, Use Magic Device +24
Languages Aklo, Common, Draconic, Dwarven,
Adult Enchantment Dragon CR 11 Elven, Giant, Goblin
XP 12,800 SQ counterspelling, omnicaster, power channeling, raw
N Large dragon magic manipulation, silver tongue +6, spell penetration

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Ancient Enchantment Dragon CR 16 0 (at will)—arcane mark, dancing lights, detect


magic, detect poison, disrupt undead, ghost sound
XP 76,800 (DC 19), mage hand, message, read magic
N Huge dragon
Int +3; Senses detect enchantment, dragon senses; STATISTICS
Perception +32 Str 30, Dex 9, Con 25, Int 26, Wis 24, Cha 29
Aura frightful presence (300 ft., DC 30), Base Atk +22; CMB +34; CMD 43
emotional aura Feats Combat Casting, Critical Focus, Greater Spell
Focus (enchantment)B, Greater Spell Penetration,
DEFENSE
Hover, Improved Initiative, Leadership, Persuasive,
AC 37, touch 7, flat-footed 37 (-1 Dex, +30 natural, Power Attack, Skill Focus (Bluff), Spell Focus
-2 size) (enchantment)B, Spell Penetration, Vital Strike
hp 297 (22d12+154) Skills Appraise +33, Bluff +50, Diplomacy +48, Fly
Fort +20, Ref +12, Will +20 +16, Heal +32 Intimidate +48, Knowledge (arcana,
DR 15/magic; Immune paralysis, sleep; SR 27 history, local) +33, Perception +32, Sense Motive +42,
Weaknesses antimagic vulnerability Spellcraft +33, Stealth +16, Use Magic Device +34
Languages Abyssal, Aklo, Common, Draconic,
OFFENSE Dwarven, Elven, Giant, Goblin, Infernal
Speed 60 ft., fly 200 ft. (poor) SQ control enchantment, counterspelling, inspiring
Melee bite +30 (2d8+15), 2 claws +30 (2d6+10), 2 presence, omnicaster, power channeling, pulse, raw
wings +25 (1d8+5), tail slap +25 (2d6+15) magic manipulation, silver tongue +10, spell penetration
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50 ft. cone, DC 28,
20d6 sonic plus DC 30 or confused 1d4 rounds),
E nchantment dragons are charismatic creatures
that run the gauntlet from lovable rogues to
vile tyrants. They are almost always surrounded by
calling (DC 30), crush, dazing breath (DC 30), a horde of worshipers, and it becomes hard to tell
dominating breath (DC 30), holding glare (DC which are magically controlled, and which are simply
30), hypnotic scales (DC 30), invasive thoughts, drawn to the dragon’s cult of personality. They enjoy
subliminal command, suggestive voice (DC 30), both being the center of attention, and being seen as
tail sweep, weaken will divine. Even the most friendly of them rapidly grow
Spell-like Abilities (CL 22nd; concentration +31) to resent those immune to their charms.
At will—daze (DC 21), deep slumber (DC 24), Enchantment dragons believe that entering
feeblemind (DC 26), geas/quest, hideous laughter physical combat means they have failed, and take
(DC 23), hold person (DC 24), insanity (DC 28), every opportunity to distract and control their foes.
They only fear mindless beings, as these things
mind fog (DC 26), sleep (DC 22), touch of idiocy
are typically beyond their control, and often strike
Spells Known (CL 15th; concentration +24)
against those that craft constructs before they are
7th (5/day)—destruction (DC 26), spell turning
used against them. A great wyrm can bring entire
6th (7/day)—contingency, eyebite (DC 25),
armies to a halt, simply by landing in their midst,
forceful hand and then send them back against their commanders
5th (8/day)—dream, interposing hand, sending, with a few words.
telekinesis (DC 24) Many enchantment dragons grow bored as they
4th (8/day)—beast shape II, fire shield, greater age, and find fewer beings able to resist their will.
invisibility, lesser globe of invulnerability They often control a kingdom from the shadows,
3rd (8/day)—dispel magic, invisability sphere, and maneuver their forces against other nations
meld into stone, protection from energy that are also so controlled, treating “lesser beings”
2nd (8/day)—command undead (DC 21), enthrall (DC as pieces on a gameboard. They breed only rarely,
23), glitterdust (DC 21), shatter (DC 21), web (DC 21) as even short meetings between these dragons ends
1st (9/day)—bane (DC 22), detect undead, mage up as a battle of wills; hatchlings are abandoned as
armor, magic missile, sanctuary (DC 20) soon as they can fend for themselves.

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D ragon , E vocation chain resolves, and any material costs must be paid
as the chain is being created. All spells within the
A massively muscular reptilian creature fills your chain must have a specific target designated when
vision, its hide made of plate-like barbed scales. cast, such as an area or the dragon itself, that are
Its head is crowned with twisting horns and holds in place when the chain is created. The dragon
a pair of eyes, and both horns and eyes crackle with determines if all the spells in a chain go off at the
multi-hued energies. same time, in order of casting, or one a round in
Evocation Dragon order of casting, and this cannot be changed until
the dragon creates another chain. Chaining spells
N dragon
takes one hour of casting per spell in the chain, and
BASE STATISTICS leaves the dragon fatigued for an equal amount of
time after the chain is created.
CR 6; Size Small; Hit Dice 8d12
Speed 40 ft. Charge Object (Su): An ancient or older evocation
Natural Armor +6; Breath Weapon line, 2d10 force dragon can charge an object it touches with energy,
Str 18, Dex 14, Con 17, Int 10, Wis 11, Cha 11 causing it to explode when next touched or moved.
An object may be quickly charged as a standard
ECOLOGY
action, requiring only a light touch to set it off;
Environment any land dealing 1d6 points of force damage per age category
Organization solitary of the dragon when triggered to everything directly
Treasure triple adjacent to the object. Alternately the dragon may
infuse a deep charge on an object that takes 1
SPECIAL ABILITIES
minute. This longer charge requires more effort to
Alter Breath (Su): As a free action once per turn, trigger, and the charged object must be violently
a young or older evocation dragon may change the struck or moved. Once triggered, everything within
energy type that its breath weapon will be it uses it. 10 ft. of the charged object takes 1d10 points of
Alter Energy (Su): As a free action once per turn, a force damage per age category of the dragon.
young adult or older evocation dragon may change Either effect allows a Reflex save for half damage,
the energy time of any spell or spell-like ability it and deals the damage rolled to the object with no save.
uses at the time of casting. Combine Energies (Su): A young adult or older
Battery (Ex): A wyrmling or older evocation dragon evocation dragon may change any spell, spell-like
absorbs energy based attacks (acid, cold, electricity, ability, or supernatural ability that deals energy
fire, force, or sonic), using them to either recharge damage so that it deals more than one kind of
its breath weapon on the following round or heal. If damage, up to four types of energy. A fireball
used to recharge its breath weapon, the dragon can subject to this ability, for example, may deal half
use its breath weapon on its next turn. If used to heal, its damage as fire, and half as cold, a third fire, a
the dragon is healed an amount equal to the damage third sonic, and a third acid, or a fourth fire, a fourth
the energy effect would have normally dealt, or cold, a fourth sonic, and a fourth force. It may apply
half this amount for force and sonic effects). Any these changes as a free action as it uses the ability.
hit points above its max are added as temporary hit An ancient or older dragon can apply this ability to
points (maximum double normal full hit points), energy damage dealt by magic items.
that fade after an hour. This is an automatic effect Control Evocation (Su): An old or older evocation
of an evocation dragon’s metabolism, and it cannot dragon has complete control over active evocation
chose to not absorb energy. spells and those existing or being cast within its line
Chain of Spells (Su): A very old or older evocation of sight. As a free action once per round it may add
dragon can cast one spell per age category, setting any one metamagic feat to any such spell, even if
each to go off on a preexisting condition. Any spell the dragon doesn’t know the feat. It may attempt to
slots used in the chain remain unavailable until the counterspell any evocation spell or effect within line

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Age Category Special Abilities Caster Level


Wyrmling Battery, detect evocation,thorns, flare –
Very young Light control, floating disk –
Young Alter breath, magic missile 1
Juvenile Force craft: defense, wind wall 3
Young adult Alter spell energy, combine energy, DR 5/magic, protection from 5
evocations, resilient sphere
Adult Energy field, frightful presence, intensify energy, sending 7
Mature adult DR 10/magic, force craft: weapon, 9
sundering breath, mage's sword
Old Control evocation, lash, wall breath, forcecage 11
Very old Chain of spells, DR 15/magic, sunburst 13
Ancient Charge object, force craft: objects, implosion 15
Wyrm DR 20/magic, storm of scales, meteor swarm 17
Great wyrm Devastation, miracle 19

of sight, adding its age category to its caster level dragon may change the energy type of its energy
check. It may reduce or extend the duration of a non- form as a move action.
instantaneous evocation by a number of rounds equal While in its energy form, the dragon gains
to its Charisma modifier each round. It may “layer” vulnerability to the opposing type of energy, such
metamagic feats on an active evocation spell or effect as a fire form being vulnerable to cold damage.
as a move action, up to one feat per round, or remove
Energy Field (Su): An adult or older evocation
such layers in the same manner. Such metamagic
feats must be applicable to the spell or effect to be dragon is surrounded by a field of the same energy
put in place. Lastly any evocations cast within line of that its breath weapon that round. Everything within
sight of the dragon that require a specific target can 10 ft. take 2d6 points of damage of that type at the
have that target changed to any other legal target of beginning of the dragon’s turn. An old dragon’s
the dragons choice, including itself. field extends to 20 ft. An ancient dragon’s damage
increases to 4d6.
Detect Evocation (Ex): An evocation dragon can
detect evocation spells and effects automatically. This Force Craft (Su): A juvenile or older evocation
functions as detect magic, but only affecting evocations. dragon can create shielding disks of force which
float around it (one disk per age category). Each
Devastation (Su): Once per day as a standard
disk adds a +1 shield bonus to the dragons AC, and
action, a great wyrm evocation dragon may
transform its body into pure energy of its choice is a force effect. Creating a disk takes one move
for one round per point of its Charisma modifier. It action each.
gains the incorporeal subtype while in energy form, A mature adult can create a weapon of force that
deals damage equal to 1d6 per point of its Charisma floats at its side, making one attack a round at the
modifier in a 50 ft. radius to everything at the start dragon’s direction. The size of the weapon is equal
of each round, and triples all of its movement speed. to the size of the dragon, and deals the damage
Its physical attacks deal energy damage, while it is as the dragon’s bite, but adds double the dragon’s
in this form. In place of its breath weapon, once Charisma modifier instead of Strength modifier to
every 1d4 rounds it can spout four 200 ft. lines in damage. The weapon moves with a speed of 10 ft.
any direction that split the dragon’s breath weapon per age category of the dragon, but must remain
damage equally between them. The evocation within line of sight of the dragon.

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An ancient evocation dragon may create complex Acid: Targets taking acid damage from an
structures of pure force, with a size of up to 50 evocation dragon must make a Fortitude save or
square feet per age category. Each 50 square feet take a penalty of Perception checks, concentration
requires a full-round action to form, and cannot checks, and ranged attack rolls due to the acidic
contain moving parts more complicated then a fumes of the dragon’s assault. This penalty equals
hinge or doorknob. Bridges, small buildings, one-half the dragon’s age category, and persists
ladders, even reproductions of the dragon itself are for one round per age category.
all easily created. Cold: Targets taking cold damage from an
A dragon’s force crafts are translucent, and are evocation dragon must make a Fortitude save
treated as a wall of force in regards to damaging or or have all of their movement speeds reduced
dispelling them. They remain until destroyed, or the by half due to the clinging cold of the dragon’s
dragon dismisses them as a standard action. assault. This speed reduction lasts for one round
Intensify Energy (Su): An adult or older evocation per age category of the dragon.
dragon causes all damage dealing evocation spells Electricity: Targets taking electricity damage
and spell-like abilities to be Empowered and from an evocation dragon must make a Reflex save
Maximized. This is an involuntarily effect which the or take a penalty on all Dexterity and Strength-based
dragon can’t prevent. In addition, each energy type ability and skill checks as the electricity causes
the evocation dragon uses in its spells, spell-like uncontrollable spasms in the targets body. The
abilities, and supernatural abilities have the following penalty equals the dragon’s age category, and persists
added effects (save DC based on the ability used): for one round per age category of the dragon.

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Fire: Targets taking fire damage from an Storm of Scales (Su): A wyrm or older evocation
evocation dragon must make a Reflex save or dragon can create a moving whirlwind of its own
catch fire and burn. While burning, the target scales as a standard action, that is considered in all
takes 1d6 points of fire damage per two age ways as a number of elder air elementals equal to one-
categories of the dragon, and this fire persists half the dragon’s Constitution modifier (minimum 1
until extinguished. To extinguish this fire requires elemental), all continuously in whirlwind form and
a number of consecutive successful Reflex saves under mental control of the dragon. The storm of
(same DC as initial effect) equal to one-half the scales lasts as long as the dragon concentrates on
it, and 1d4 rounds after. After an evocation dragon
dragon’s age category.
uses this ability, its natural armor bonus to AC is
Force: Targets taking force damage from an
reduced by half for one hour per point its natural
evocation dragon are subject to a bull rush combat
armor bonus is reduced.
maneuver. For this maneuver, the dragon’s CMB
is equal to its base attack bonus, plus double its Sundering Breath (Su): A mature adult or older
age category, plus its Charisma modifier. evocation dragon may use its breath weapon to
Sonic: Targets taking sonic damage from an breathe out a cone of iron gray force that deals half
the normal number of dice to items held or carried
evocation dragon must make a Fortitude save
by its targets. Items are allows a Fortitude save to
or be deafened for a number of rounds equal
reduce the damage by half, using the normal breath
to double the dragon’s age category. If a target
weapon save DC.
rolls a natural 1 on their save, they are instead
permanently deafened, requiring a regenerate Thorns (Ex): All evocation dragons are covered
spell (or similar) to regain their hearing. in barbed spines that deal damage equal to its
bite damage dice to any creature that swallows,
Lash (Su): An old or older evocation dragon can grapples, or constricts it, and creatures attacking it
expend a use of its breath weapon to create a tentacle with a natural attack, unarmed strike, or non-reach
of energy with a 30 ft. reach. The lash attacks once melee weapon.
per round, striking at a random target other than
Wall Breath (Su): An old or older evocation
the dragon. This tentacle deals half as many dice dragon can use its breath weapon to create a wall
of damage as the dragon’s breath weapon, and of energy, instead of targeting creatures. Such a
has the grab quality (using the dragon’s CMB for wall is 30 ft. long per age category, or a ring with
grapple checks) Creatures grappled take the energy a radius of 10 ft. per age category. Either shape
damage automatically each round, and must make a is 30 ft. tall. The wall deals 2d6 points of energy
successful grapple check to break free. An evocation damage to any creatures within 10 feet, and deals
dragon can have any number of lashes equal to its half the dragon’s breath weapon damage to any
age category, and each lash lasts one hour, or until that pass through it. If the dragon is using force
the dragon banishes them. energy, it puts out pulses of force, and cannot be
crossed, and is treated in all ways as a wall of
Light Control (Su): A very young or older
force. A breath wall lasts for 1 round per point of
evocation dragon may control the degree of light
Charisma modifier the dragon possesses.
within 100 ft. of them, changing the degree of
illumination by up to one step per age category Spell-like Abilities (Sp): An evocation dragon gains
each round as a free action at the beginning of its the following spell-like abilities, usable at will upon
turn. A dragon can reduce darkness to supernatural reaching the listed age category. Wyrmling—flare,
darkness as a move action. Very Young—floating disk, Young—magic missile,
Juvenile—wind wall, Young Adult—resilient
Protection from Evocations (Su): A young adult sphere, Adult—sending, Mature Adult—mage’s
or older evocation dragon can choose to not be the sword, Old—forcecage, Very Old—sunburst,
target of an evocation spell or effect that requires a Ancient—implosion, Wyrm—meteor swarm, Great
specific target. Wyrm—miracle

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Young Evocation Dragon CR 10 Aura energy field (10 feet, 2d6 damage), frightful
presence (180 ft., DC 22)
XP 9,600
N Large dragon DEFENSE
Int +5; Senses detect evocation, dragon senses; AC 35, touch 8, flat-footed 35 (+21 natural, +6
Perception +13 shield, -2 size)
DEFENSE hp 243 (18d12+126)
Fort +18, Ref +11, Will +14
AC 22, touch 9, flat-footed 21 (+1 Dex, +12 natural, Defensive Abilities protection from evocations,
-1 size) thorns (2d8); DR 5/magic; Immune paralysis,
hp 138 (12d12+60) sleep; SR 25
Fort +13, Ref +9, Will +9 Weaknesses antimagic vulnerability
Defensive Abilities thorns (2d6); Immune
paralysis, sleep; SR 21 OFFENSE
Weaknesses antimagic vulnerability Speed 40 ft., fly 200 ft. (poor)
OFFENSE Melee bite +28 (2d8+16), 2 claws +27 (2d6+11), 2
wings +25 (1d8+5), tail slap +25 (2d6+16)
Speed 40 ft., fly 200 ft. (poor) Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Melee bite +20 (2d6+12), 2 claws +19 (1d8+8), 2 Special Attacks alter breath, alter spell energy,
wings +17 (1d6+4), tail slap +17 (1d8+12) breath weapon (100 ft. line, DC 26, 12d10 force),
Space 10 ft.; Reach 5 ft. (10 ft. with bite) combine energy, crush, intensify energy, light control
Special Attacks alter breath, breath weapon (80 ft. Spell-like Abilities (CL 18th; concentration +21)
line, DC 21, 6d10 force), light control At will—flare (DC 15), floating disk, magic
Spell-like Abilities (CL 12th; concentration +13) missile, resilient sphere (DC 19), sending, wind wall
At will—flare (DC 13), floating disk, magic missile Spells Known (CL 7th; concentration +10)
Spells Known (CL 1st; concentration +2) 3rd (5/day)—dispel magic, haste
1st (4/day)—doom (DC 12), ray of enfeeblement 2nd (7/day)—acid arrow, invisibility, silence (DC 15)
(DC 12) 1st (7/day)—cause fear (DC 14), color spray
0 (at will)—bleed (DC 11), dancing lights, detect (DC 14), doom (DC 14), entropic shield, ray of
magic, read magic enfeeblement (DC 14)
STATISTICS 0 (at will)—acid splash, bleed (DC 13), dancing
lights, detect magic, disrupt undead, ray of frost,
Str 26, Dex 12, Con 21, Int 12, Wis 13, Cha 13 read magic
Base Atk +12; CMB +21; CMD 32
STATISTICS
Feats Cleave, Improved Initiative, Multiattack,
Power Attack, Spell Focus (evocation)B, Vital Str 32, Dex 10, Con 25, Int 16, Wis 17, Cha 17
Strike, Weapon Focus (bite) Base Atk +18; CMB +31; CMD 41
Skills Bluff +13, Fly +7, Intimidate +13, Perception Feats Cleave, Greater Spell Focus (evocation)B,
+13, Sense Motive +13, Spellcraft +13, Stealth +12, Improved Initiative, Improved Vital Strike, Intimidating
Swim +20, Use Magic Device +13 Prowess, Multiattack, Power Attack, Snatch, Spell
Languages Common, Draconic Focus (evocation)B, Vital Strike, Weapon Focus (bite)
SQ battery, counterspelling, omnicaster, power Skills Acrobatics +17, Appraise +20, Bluff +20, Fly
channeling, raw magic manipulation, spell penetration +11, Intimidate +31, Perception +20, Sense Motive
+20, Spellcraft +20, Stealth +12, Swim +28, Use
Adult Evocation Dragon CR 14 Magic Device +20
XP 38,400 Languages Aklo, Common, Draconic, Giant
N Huge dragon SQ battery, counterspelling, force craft (6
Int +4; Senses detect evocation, dragon senses; shields), omnicaster, power channeling, raw magic
Perception +20 manipulation, spell penetration

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Ancient Evocation Dragon CR 19 1st (8/day)—cause fear (DC 16), color spray
(DC 16), doom (DC 16), entropic shield, ray of
XP 204,800 enfeeblement (DC 16)
N Gargantuan dragon 0 (at will)—acid splash, bleed (DC 15), dancing
Int +3; Senses detect evocation, dragon senses; lights, detect magic, disrupt undead, ghost sound
Perception +34 (DC 15), ray of frost, read magic, spark
Aura energy field (20 feet, 4d6 damage), frightful
STATISTICS
presence (300 ft., DC 28)
Str 40, Dex 8, Con 29, Int 20, Wis 21, Cha 21
DEFENSE
Base Atk +26; CMB +45 (+47 bull rush); CMD 54
AC 38, touch 5, flat-footed 38 (-1 Dex, +33 natural, (56 vs. bull rush)
-4 size) Feats Awesome Blow, Bleeding Critical, Critical
hp 403 (26d12+234) Focus, Cleave, Greater Spell Focus (evocation)B,
Fort +24, Ref +14, Will +20 Improved Bull Rush, Improved Initiative, Improved
Defensive Abilities protection from evocations, Vital Strike, Intimidating Prowess, Multiattack,
thorns (4d6); DR 15/magic; Immune paralysis, Power Attack, Snatch, Spell Focus (evocation)B,
sleep; SR 30 Vital Strike, Weapon Focus (bite)
Weaknesses antimagic vulnerability Skills Acrobatics +25, Appraise +34, Bluff +34, Fly
+14, Intimidate +49, Perception +34, Sense Motive
OFFENSE +34, Spellcraft +34, Stealth +16, Swim +44, Use
Speed 40 ft., fly 250 ft. (clumsy) Magic Device +34
Melee bite +38 (4d6+22), 2 claws +37 (2d8+15), 2 Languages Abyssal, Aklo, Common, Draconic,
wings +35 (2d6+13), tail slap +35 (2d8+22) Giant, Undercommon
SQ battery, control evocation, counterspelling, force
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
craft (10 shields, weapon 4d6+10), omnicaster, power
Special Attacks alter breath, alter spell energy,
channeling, raw magic manipulation, spell penetration
breath weapon (120 ft. line, DC 32, 20d10 force),
chain of spells, charge object, combine energy,
crush, intensify energy, lash, light control, sundering E vocation dragons are massive creatures, and
even the most beneficent of them sizzle with
barely controlled rage. Violence is generally their
breath, wall breath
Spell-like Abilities (CL 26th; concentration +31) first reaction to anything seen as a threat, and while
At will—flare (DC 17), floating disk, forcecage they are not the most intelligent of dragonkind,
(DC 24), implosion (DC 26), mage’s sword, magic most foes only underestimate their highly tactical
minds once. They do come to grudgingly respect
missile, resilient sphere (DC 21), sending, sunburst
foes able to outfight or outwit them, and often enjoy
(DC 25), wind wall
spending time reminiscing with old enemies.
Spells Known (CL 15th; concentration +20)
Evocation dragons tend to dismiss most
7th (4/day)—deflection, prismatic spray (DC 24)
spellcasters, flatly ignoring them in battle until
6th (6/day)—antimagic field, enemy hammer (DC they do something capable of damaging them.
21), unwilling shield (DC 21) They reserve great hatred for those who manage to
5th (7/day)—icy prison (DC 22), mass pain strike control them mentally, and will hunt them to edge
(DC 22), slay living (DC 20), teleport of creation for revenge. Great wyrm can destroy
4th (7/day)—black tentacles, confusion (DC 19), cities in moments, moving as living energy.
greater invisibility, monstrous physique II Encounters between evocation dragons and
3rd (7/day)—dispel magic, enter image, fireball abjuration dragons are rare to the point of legend, but
(DC 20), haste when they occur they are world shaking events. The
2nd (7/day)—acid arrow, haunting mists (DC 17), powers of the two creatures cancel each other out,
invisibility, silence (DC 17), stone call making it a contest of massive bulk and flashing fangs.

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D ragon , I llusion Build Terrain (Su): A juvenile or older illusion


dragon can alter the terrain for one mile per age
This snake-like creature has a pair of fore legs and category into any other terrain it chooses (as mirage
swims through the air, despite having no wings. arcana). An adult or older dragon can include
With each glance the details of the creature shift in directly damaging features, where in polar terrain
subtle, slightly disturbing ways, its scales sliding creates cold damage, lava will burn targets, and
from color to color. creatures can drown in water features. Targets
Illusion Dragon damaged can make a Will save to disbelieve the
effect each time they are damaged, rendering them
N dragon immune to this use of the dragon’s ability. This
BASE STATISTICS disbelief does not dispel the illusion over the terrain
itself. The save DC is Charisma-based.
CR 3; Size Tiny; Hit Dice 4d12
Speed 60 ft. Colorful Aura (Su): A juvenile or older illusion
Natural Armor +3; Breath Weapon line, 2d4 dragon is surrounded by an aura of swirling colors that
special act as hypnotic pattern to all that see it, regardless of
Str 8, Dex 15, Con 11, Int 18, Wis 14, Cha 19 HD. An old dragon’s aura acts as scintillating pattern
instead. An illusion dragon can suppress this aura for
ECOLOGY 1d4 rounds as a free action, and automatically fails
Environment any land all Stealth rolls while it is active.
Organization solitary Control Illusion (Su): An old or older illusion
Treasure triple dragon has complete control over active illusion
SPECIAL ABILITIES spells existing and those being cast within its line
of sight. As a free action once per round, it may add
Altered Reality (Su): A great wyrm illusion dragon any one metamagic feat to any such spell, even if
can alter reality within its line of sight. It can do the dragon doesn’t know the feat. It may attempt to
nearly anything it desires, short of outright killing counterspell any illusion spell or effect within line
those around it; changing weather, terrain, others of sight, adding its age category to its caster level
bodies, and recreating any spell effect it desires.
check. It may reduce or extend the duration of an
Regardless of the effect, creatures and living
illusion by a number of rounds equal to its Charisma
objects get a Will save to resist transformation, or
modifier each round. It may “layer” metamagic feats
to take half damage, even if the effect wouldn’t
on an active illusion spell or effect as a move action,
normally receive a save. Any being can try to
up to one feat per round, or remove such layers in
convince the dragon that its view of reality is not
the same manner. Such metamagic feats must be
real by making a Bluff or Diplomacy against the
applicable to the spell or effect to be put in place.
dragon, opposed by the dragon’s Sense Motive.
Any illusions cast within line of sight that require
If successful, reality returns to normal, and the
a specific target can have that target changed to any
dragon can’t use this ability again for 24 hours.
other legal target of the dragons choice, including
The save DC is Charisma-based.
itself. Lastly the dragon can take control over any
Breath Weapon (Su): Illusion dragons primary ongoing illusion effect it can sense, treating it as if
breath weapon is a line of quasi-real energy. It deals it was the original caster, and reprogramming it to
whatever energy type targets struck are vulnerable act as the dragon chooses.
to or a type of energy the target has no resistance to,
False Flight (Su): All illusion dragons possess the
or a random energy type, if a particular target has no
ability to fly as a normal dragon of their size, but
specific vulnerabilities. A target immune to illusion
or phantasm effects takes one-quarter damage or no always have perfect maneuverability.
damage with a successful Will save as the energy False Vision (Su): A young adult or older illusion
still damages their vital energy. The save DC is dragon’s illusions detect as real to forms of scrying,
Charisma-based. magical sight, and detection spells. A creature with

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Age Category Special Abilities Caster Level


Wyrmling Detect illusion, false flight, instinctive concentration, ghost sound –
Very young Missed opportunity, protection from illusions, color spray –
Young Natural invisibility, mirror image 1
Juvenile Build terrain, colorful aura, major image 3
Young adult DR 5/magic, false vision, shadow conjuration 5
Adult Imaginary friends, infuse with reality, nightmare 7
Mature adult DR 10/magic, utopia breath, shadow walk 9
Old Control illusion, phantasmal aura, permanent image 11
Very old DR 15/magic, shadow breath, programmed image 13
Ancient Inhabit projections, greater shadow conjuration 15
Wyrm DR 20/magic, shadow duplicate, greater shadow evocation 17
Great wyrm Alter reality, shades 19

true seeing may make a Will save for each illusion Inhabit Projection (Su): A ancient or older illusion
interacted with to see through it. Any scrying that dragon can create a quasi-real image of itself out of
the dragon is aware of sees only what the dragon shadowstuff within any location it knows well. It
creates. The save DC is Charisma-based. can project its consciousness into the image, and use
Detect Illusion (Ex): An illusion dragon can spells, spell-like abilities, and supernatural abilities
detect illusion spells and effects automatically. This normally. The image can’t physically harm anything,
functions as detect magic, but only affecting illusions. and is not subject to the dragon’s infuse with reality
ability. The image has an AC of 10 + one-half the
Imaginary Friends (Su): An adult or older illusion
dragon’s natural armor + its Charisma modifier, and
dragon can create phantasmal creatures as per
one-quarter the dragons current hit points. Creating
summon monster of a level equal to what it could
cast based on its spellcaster level. “Summoning” or dismissing an image is a full round action, that
phantasms in this way is a move action. Alternatively, can be done a number of times a day equal to the
as a full round action, the dragon can create a dragon’s Wisdom modifier. Controlling a projection
phantasmal duplicate of a particular creature. Such takes the dragon’s full concentration, and if it has to
a creature carries whatever equipment the dragon is turn its attention elsewhere, the projection freezes
aware of, will possess whatever skills and abilities until the concentration is resumed.
that the dragon has witnessed or is aware of, and Instinctive Concentration (Su): All illusion
follows the dragons commands to the letter. The dragons may maintain any illusion spell without
dragon can control a total number of phantasmal having to concentrate on the effect.
creatures equal to its Charisma modifier. The
creatures appear with exaggerated features unless Missed Opportunity (Su): A very young or
the dragon makes a DC 25 Craft sculpture check older illusion dragon has a base 25% chance plus
as it creates the creature. Those damaged by either its Charisma modifier for any attack that must be
type of phantasam may make a Will save to halve targeted to miss it, while appearing to the attacker
the damage. The save DC is Charisma-based. to hit, with illusionry damage being done to the
dragon. True seeing prevents this effect until the
Infuse with Reality (Su): An adult or older illusion
dragon gains false vision.
dragon can infuse figments and glamers that are
normally incapable of doing physical damage the Natural Invisibility (Su): Young or older illusion
ability to harm, allowing for a Will save for half dragons may turn invisible at will (as the spell).
damage. The save DC is Charisma-based. Adult or older dragons replace this ability with

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greater invisibility. Visual abilities, such as colorful Protection from Illusions (Su): A young adult or
aura and missed opportunity do not function while older illusion dragon can choose to not be the target of
the dragon is not visible. an illusion spell or effect that requires a specific target.
Phantasmal Aura (Su): An old or older illusion Shadow Breath (Su): Very old or older illusion
dragon can create a hazy mist in the air around itself to dragons can breathe out a cone of absolute shadow in
a range or 30 ft. at will. Any targets with an Intelligence place of its normal breath weapon. Targets struck by
score, except other illusion dragons, that enter the mist the cone must make a Reflex save or be trapped within
are subject to a phantasmal killer effect. A target that a 50 ft. x 50 ft. x 30 ft. pocket of the Plane of Shadow.
makes its Will save or survives the assault is immune Targets trapped within the shadow that possess any
to the aura for 24 hours. Phantasmal killers created by magic or items that allow planar travel can escape via
this effect can never be turned back against the dragon. using them normally. Those without access to such
The save DC is Charisma-based. powers can make a Will save each round to find a

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fluctuation that will allow them to escape. The pocket Young Illusion Dragon CR 7
remains for 24 hours, before fading away, leaving
anything nonnative to the Plane of Shadow behind. XP 3,200
Creatures outside the pocket cannot enter without the N Medium dragon
aid of planar magic. Each round creatures are within Int +5; Senses detect illusion, dragon senses;
the pocket there is a percentile chance (1% per points Perception +14
of the dragon’s Charisma modifier) that a creature DEFENSE
native to the Plane of Shadow will be attracted to or
stumble into the pocket. Such creatures are generally AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
hostile to beings within the pocket, and have the hp 68 (8d12+16)
same chance to escape the pocket as those trapped Fort +8, Ref +7, Will +9
within. When the pocket is empty, the check for Defensive Abilities missed opportunity 30%,
natives arriving within the pocket is once every 10 natural invisibility, protection from illusions;
minutes. The save DC is Charisma-based. Immune paralysis, sleep; SR 18
Weaknesses antimagic vulnerability
Shadow Duplicate (Su): A wyrm illusion dragon
can create a shadow clone of itself to fight along OFFENSE
side it. The clone possesses all the physical stats of Speed 60 ft., fly 150 ft. (perfect)
the dragon, possesses half the dragons current hit Melee bite +11 (1d8+4), 2 claws +11 (1d6+3)
points, and deals 80% of the damage a dragon can Space 5 ft.; Reach 5 ft. (10 ft. with bite)
with its attacks. It possesses no actual intelligence, Special Attacks breath weapon (60 ft. line, DC 16,
spells, spell-like abilities, or supernatural abilities, 6d4 special)
is immune to cold damage and mental effects, and Spell-like Abilities (CL 8th; concentration +13)
takes double damage from any light based attacks. At will—color spray (DC 17), ghost sound (DC
Non-damaging light spells or abilities used on the 16), mirror image
clone deal 1d6 points of damage per caster level. Spells Known (CL 1st; concentration +6)
The clone is treated as an outsider native to the 1st (5/day)—magic missile, sleep (DC 16)
Plane of Shadow for the purpose of any spells or 0 (at will)—acid splash, detect magic, mage
effects, including dismissal. hand, read magic
Utopia Breath (Su): A mature adult or older illusion
STATISTICS
dragon may breathe out a line of shimmering energy
in place of its normal breath weapon. Creatures Str 16, Dex 13, Con 15, Int 20, Wis 16, Cha 21
struck by the line must make a Will save or be Base Atk +8; CMB +11; CMD 23
trapped in a vision of their perfect world. They Feats Combat Casting, Combat Expertise, Improved
stand fascinated, lost in fantasy, and are helpless. Initiative, Skill Focus (Bluff), Spell Focus (illusion)B
Victims can make a Will save every round to break Skills Bluff +19, Diplomacy +16, Fly +20,
free of the fantasy. The dragon can spend a full- Intimidate +16, Knowledge (arcana, nature) +16,
round action to peer into a victim’s fantasy. The Perception +14, Sense Motive +14, Spellcraft +16,
save DC is Charisma-based. Stealth +12, Use Magic Device +16
Spell-like Abilities (Sp): An illusion dragon gains Languages Aklo, Common, Draconic, Giant,
the following spell-like abilities, usable at will upon Goblin, Undercommon
reaching the listed age category. Wyrmling—ghost SQ false flight, instinctive concentration
sound, Very Young—color spray, Young—mirror
image, Juvenile—major image, Young Adult— Adult Illusion Dragon CR 11
shadow conjuration, Adult—nightmare, Mature XP 12,800
Adult—shadow walk, Old—permanent image, N Large dragon
Very Old—programmed image, Ancient—greater Int +4; Senses detect illusion, dragon senses;
shadow conjuration, Wyrm—greater shadow Perception +22
evocation, Great Wyrm—shades Aura colorful aura, frightful presence (180 ft., DC 24)

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DEFENSE Ancient Illusion Dragon CR 16


AC 27, touch 9, flat-footed 27 (+18 natural, -1 size) XP 76,800
hp 147 (14d12+70) N Huge dragon
Fort +13, Ref +9, Will +14 Int +3; Senses detect illusion, dragon senses;
Defensive Abilities missed opportunity 32%, Perception +34
natural invisibility, protection from illusions; DR 5/ Aura colorful aura, frightful presence (300 ft., DC
30), phantasmal aura (30 ft., DC 30)
magic; Immune paralysis, sleep; SR 22
Weaknesses antimagic vulnerability DEFENSE
OFFENSE AC 37, touch 7, flat-footed 37 (-1 Dex, +30 natural,
-2 size)
Speed 60 ft., fly 200 ft. (perfect)
hp 253 (22d12+110)
Melee bite +19 (2d6+9), 2 claws +19 (1d8+6), tail
Fort +18, Ref +12, Will +20
slap +14 (1d8+9)
Defensive Abilities missed opportunity 34%,
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
natural invisibility, protection from illusions;
Special Attacks breath weapon (80 ft. cone, DC 21,
DR 15/magic; Immune paralysis, sleep; SR 27
12d4 special), crush, imaginary friends (DC 24),
Weaknesses antimagic vulnerability
infuse with reality (DC 24)
Spell-like Abilities (CL 14th; concentration +21) OFFENSE
At will—color spray (DC 20), ghost sound (DC Speed 60 ft., fly 200 ft. (perfect)
19), major image (DC 22), mirror image, nightmare Melee bite +30 (2d8+15), 2 claws +30 (2d6+10),
(DC 24), shadow conjuration (DC 23) tail slap +25 (2d6+15)
Spells Known (CL 7th; concentration +14) Space 15 ft.; Reach 10 ft. (15 ft. with bite)
3rd (6/day)—dispel magic, summon monster III Special Attacks breath weapon (100 ft. line, DC
2nd (8/day)—detect thoughts (DC 19), spider 26, 20d4 special), crush, imaginary friends (DC 30),
climb, summon monster II infuse with reality (DC 30), shadow breath (DC 30),
1st (8/day)—grease, mage armor, magic missile, tail sweep, utopia breath (DC 30)
sleep (DC 18), summon monster I Spell-like Abilities (CL 16th; concentration +26)
0 (at will)—acid splash, dancing lights, detect magic, At will—color spray (DC 22), ghost sound (DC 21),
mage hand, message, prestidigitation, read magic greater shadow conjuration (DC 28), major image
STATISTICS (DC 24), mirror image, nightmare (DC 26), permanent
image (DC 27), programmed image (DC 27), shadow
Str 22, Dex 11, Con 19, Int 24, Wis 20, Cha 25 conjuration (DC 25), shadow walk (DC 27)
Base Atk +14; CMB +21 (+25 dirty trick); CMD Spells Known (CL 15th; concentration +25)
31 (33 vs. dirty trick) 7th (7/day)—delayed blast fireball (DC 26),
Feats Combat Casting, Combat Expertise, Greater spell turning
Dirty Trick, Greater Spell Focus (illusion)B, 6th (7/day)—animate objects, guards and wards
Improved Dirty Trick, Improved Feint, Improved (DC 25), summon monster VI
Initiative, Skill Focus (Bluff), Spell Focus (illusion)B 5th (8/day)—cloudkill (DC 24), magic jar (DC
Skills Appraise +24, Bluff +30, Diplomacy +24, Fly 24), scrying (DC 24), teleport (DC 24)
+23, Intimidate +24, Knowledge (arcana, history, 4th (8/day)—black tentacles, giant vermin,
nature) +24, Perception +22, Sense Motive +22, stoneskin (DC 23), summon monster IV
Spellcraft +24, Stealth +13, Use Magic Device +24 3rd (8/day)—dispel magic, haste, summon
Languages Aklo, Common, Draconic, Dwarven, monster III, vampiric touch
Elven, Giant, Goblin, Undercommon 2nd (8/day)—blindness/deafness (DC 21), detect
SQ build terrain (DC 24), false flight, false vision thoughts (DC 21), shatter (DC 21), spider climb,
(DC 24), instinctive concentration summon monster II

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1st (9/day)—grease (DC 20), mage armor, magic edge. It is impossible to tell what is real and what
missile, sleep (DC 20), summon monster I is fake when dealing with them, and attempts to
0 (at will)—acid splash, bleed (DC 19), dancing negotiate with them are constantly sidetracked by
lights, detect magic, ghost sound (DC 21), mage their tricks and jokes. They are far smarter than
hand, message, prestidigitation, read magic their apparently random ways make them seem,
and it is rare for them not to have the upper hand in
STATISTICS
every situation.
Str 30, Dex 9, Con 23, Int 28, Wis 24, Cha 29 Illusion dragons enjoy forcing foes to wander
Base Atk +22; CMB +34 (+38 dirty trick); CMD through mazes and landscapes that they make up
43 (45 vs. dirty trick) on a whim, where half the traps are phantasms, and
Feats Alertness, Combat Casting, Combat Expertise, opponents can never tell if a lurking monster is real
Critical Focus, Greater Dirty Trick, Greater Feint, or false. Illusion dragons dislike the risks of actual
Greater Spell Focus (illusion)B, Improved Dirty physical combat, and have no problem fleeing to
Trick, Improved Feint, Improved Initiative, Skill plot revenge. They do respect foes that can out
Focus (Bluff), Spell Focus (illusion)B, Vital Strike think them, and a defeat in a combat made up of
Skills Appraise +34, Bluff +40, Craft (traps) +34, illusions and tricks is generally a sure way to gain
Diplomacy +34, Fly +28, Heal +32, Intimidate +34, the dragon’s respect. Gifts of riddles, rare monsters
Knowledge (arcana, history, nature) +34, Perception and traps, and the like are also ways to gain the
+36, Sense Motive +36, Spellcraft +34, Stealth +16, dragon’s favor.
Use Magic Device +34 Some illusion dragons gain a megalomaniacal
Languages Abyssal, Aklo, Celestial, Common, madness as they age, causing them to want to rework
Draconic, Dwarven, Elven, Giant, Goblin, the entire world into their fantasy. If someone can
Undercommon convince the dragon that its own illusions are not
SQ build terrain (DC 30), control illusions, false real, they flee, often locking themselves away into
flight, false vision (DC 30), inhabit projections, their lair to die, or fleeing to the lands of the fey.
instinctive concentration Illusion dragons not suffering from this unique

I llusion dragons are tricksters, and even the most


good-natured of them has a mocking and cruel
brand of madness often work against those that do,
although they rarely act directly against them.

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D ragon , N ecromancy of mass as its old body. It then inhabits the flesh,
transforming it into a new body over the course of
The dull, yellow, green, and purple bruised scales 1d4 days. If the mass of rotting flesh is destroyed
of this reptilian creature appears cracked and loose before the new body is formed, the dragon is cast
fitting. Beneath the scales is rotting flesh. Within back to the astral plane, able to search out a new
the gaunt head are two sunken eyes glittering with body in 24 hours. The save DC is Charisma-based.
sparks of malevolent energy.
Blood Drain (Ex): A very young or older
Necromancy Dragon necromancy dragon that successfully pins a creature
it has previously grappled with its bite can suck the
NE dragon
blood of the pinned creature as a move action. This
BASE STATISTICS deals 1d4 points of Constitution damage (1d6 for
CR 5; Size Small; Hit Dice 6d12 adult or older necromancy dragons, 1d8 for ancient
or older necromancy dragons, 2d6 for great wyrm
Speed 40 ft.
necromancy dragons). A necromancy dragon heals
Natural Armor +5; Breath Weapon cone, 2d8 acid
1d6 points of damage per point of Constitution
Str 13, Dex 14, Con 19, Int 14, Wis 11, Cha 14
damage it inflicts, with hit points in excess of its
ECOLOGY normal maximum being gained as temporary hit
points which remain for up to 1 hour.
Environment any land
Organization solitary Breath Weapon (Su): Necromancy dragons hatch
Treasure triple with a single breath weapon, a cone of acid that
leaves deep oozing sores on a target. Creatures
SPECIAL ABILITIES taking acid damage from a necromancy dragon’s
Animating Aura (Su): A juvenile or older breath weapon have a 50% chance of contracting a
necromancy dragon’s frightful presence random disease of the GM’s choice.
automatically animates corpses within its area. Consumptive Tongue (Su): As a standard action, an
For 1d4 rounds, non-humanoids are affected as if adult or older necromancy dragon may flick its tongue
targeted by animate dead, humanoids and dragons out to lick a living or undead creature within reach. The
are treated as if targeted by create undead and create ichor that clings to the tongue absorbs into the flesh of
greater undead. In all cases the spells caster level the victim, and for the next 24 hours the dragon can, as
is equal to the dragons HD. As a full round action, a move action, drain 1d4 points of Strength, Dexterity,
the dragon can specify what undead is created, or Constitution from the victim, with the dragon gaining
otherwise it animates up to the dragon’s HD in double the number drained in temporary hit points. If
undead per round, with the most powerful undead the target is undead, it drains 1d4 Charisma instead. In
created first. For example an 18 HD necromancy either case the victim must make a Fortitude save or
dragon will animate 1 mohrg or devourer, and 4 be stunned for 1 round per two age categories of the
ghasts per round, or, if it chooses to concentrate, dragon. Remove curse or similar magic removes the
1 wraith, 1 spectre, and 2 ghasts, or any similar effect. The save DC is Charisma-based.
combination. The dragon cannot turn off this aura.
Control Necromancy (Su): An old or older
Astral Travel (Su): As a move action, a very old or necromancy dragon has complete control over
older necromancy dragon can use astral projection active necromancy spells existing and those being
at will. While astral, if the dragon scores a successful cast within its line of sight. As a free action once per
critical hit with its bite, it can sever the silver cord round, it may add any one metamagic feat to any
of its target unless they make a successful Reflex such spell, even if the dragon doesn’t know the feat.
save. If the dragon’s physical body is destroyed, or It may attempt to counterspell any necromancy spell
its silver cord is severed, it is not slain, but instead or effect within line of sight, adding its age category
remains in astral form until it makes a DC 35 to its caster level check. It may reduce or extend
Knowledge (planes) check to find a corpse or group the duration of a necromancy effect by a number of
of corpses that make up roughly the same amount rounds equal to its Charisma modifier each round. It

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Age Category Special Abilities Caster Level


Wyrmling Detect necromancy, doom gaze, grabbing bite, –
undead traits, deathwatch
Very young Blood drain, ghost touch, inflict light wounds –
Young Pestilent blood, stench, death knell 1
Juvenile Animating aura, inflict moderate wounds 3
Young adult Fatiguing touch, DR 5/magic, 5
protection from necromancy, vampiric touch
Adult Consumptive tongue, frightful presence, possession, undead 7
specialization, inflict serious wounds
Mature adult DR 10/magic, enfeebling strike, skin shower, 9
inflict critical wounds
Old Control necromancy, lycanthropic breath, soul bite, enervation 11
Very old Astral travel, DR 15/magic, slay living 13
Ancient Howl, mass inflict critical wounds 15
Wyrm DR 20/magic, wraith breath, symbol of death 17
Great wyrm Kingdom of death, energy drain 19

may “layer” metamagic feats on an active necromancy in place of normal damage, with a Fortitude save for
spell or effect as a move action, up to one feat per half damage. The save DC is Charisma-based.
round, or remove such layers in the same manner. Fatiguing Touch (Su): A young adult or older
Such metamagic feats must be applicable to the spell necromancy dragon may take a standard action to
or effect to be put in place. Lastly any necromancys make a melee touch attack against a single target. If
cast within line of sight that require a specific target successful, the victim must make a Fortitude save or
can have that target changed to any other legal target be fatigued. A second use of this ability leaves the
of the dragons choice, including itself. victim exhausted. The save DC is Charisma-based.
Detect Necromancy (Ex): A necromancy Ghost Touch (Su): A very young or older
dragon can detect necromancy spells and effects necromancy dragon can freely interact with
automatically. This functions as detect magic, but incorporeal creatures and objects.
only affecting necromancy spells and effects.
Grabbing Bite (Ex): A necromancy dragon’s bite
Doom Gaze (Su): All necromancy dragons may cause has the grab universal monster ability.
any creature that meets its gaze to make a Will save or
Howl (Su): An ancient or older necromancy dragon
be shaken for 1 minute per age category of the dragon.
can release a deep echoing howl once per minute.
As a standard action, a necromancy dragon may focus
All living creatures within 100 ft. take 10 points of
its gaze on an already shaken creature to make the
damage per HD of the dragon, with targets allowed
target creature frightened (Will negates) for 1 hour per
a Fortitude save for half damage. All living creatures
age category of the dragon. A target that saves against
within one mile that have less HD than the dragon
any form of the dragon’s doom gaze is immune to the
must make a Will save or panic for 1d4 minutes.
effect for 24 hours. The save DC is Charisma-based.
Undead within 100 ft. of the dragon when it howls
Enfeebling Strike (Su): A mature adult or older burn with black flames for one minute per age
necromancy dragon can make a melee touch attack category of the dragon, taking 1d8 points of damage
with as many of its natural attacks as it desires, per round, but act as if hasted (as the haste spell), and
a number of times per day equal to its Charisma dealing an additional 1d6 points of negative energy
modifier. This attack deals 1 point of Strength damage on each successful attack. In addition, undead with

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D raconis A rcanus

energy drain drain one additional level while burning. off deals 1 point of Constitution damage. Water in the
Burning undead can make a Will save each round to region becomes a toxic soup, with all aquatic life dying,
cause the flames to gutter out. Undead within one and any creature drinking or immersed within the liquid
mile of the dragon must make a Will save or move at taking 2d6 points of acid damage. Any metal ores in
their highest speed in the direction of the howl. The the ground, or metals forged in the effect become toxic,
save DC is Charisma-based. dealing 1 Constitution damage to anyone handling
Kingdom of Death (Su): A great wyrm necromancy them unprotected, and any wounds they deal have a
dragon has a devastating effect on the environment 25% chance of not healing by non-magical means. Any
around it. They corrupt nature for 1 mile per point of creature subject to the Constitution damage may make
Charisma modifier around them, corrupting the earth a Fortitude save to negate the damage.
in the area with gray and acidic soil, and natural plant Sunlight within the radius is all but nonexistant,
life dying in minutes. Creatures buried in the soil takes allowing creatures harmed by it to walk freely.
2d4 points of damage per round, and any dead creatures Undead within this unnatural darkness gain the
entombed within the earth rise as a random undead benefits of desecrate.
horror within one hour. The air is transformed to a toxic Lastly a great wyrm necromancy dragon may
miasma, that deals 1d2 points of Constitution damage pronounce the name of any creature on the same
to all breathing things per day. Nonmagical fires in plane of existence and inflict it with any curse (as
the area gutter, dealing half damage, and reducing the bestow curse) of its choice, with a Will save to resist.
light they give off by one step. Any smoke they give The save DCs are Charisma-based.

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Lycanthropic Breath (Su): An old or older breathe must make a Fortitude save or be paralyzed
necromancy dragon may breathe out a cone of dark for 1d4 rounds. Those that succeed are nauseated
energy once every hour. Targets struck by the cone for 1d4 rounds instead. Undead creatures within the
must make a Fortitude save or be infected with a cloud gain a ghouls touch attack for 1d4 rounds, and
random form of lycanthropy for 24 hours. Each ghouls or ghasts in the cloud gain a +2 to the DC of
round infected characters must make a Will save their ghoul touch ability.
or succumb to the curse, transforming into their The area of effect of the skin shower is considered
hybrid form and acting according to their animal to be under the effects of grease for one hour after
nature. Once transformed, a character may make the effect is used. The save DC is Charisma-based.
a Will save each round to act normally instead of
Soul Bite (Su): A old or older necromancy dragon
like a beast. A remove curse or similar magic will
that kills a creature with its bite attack, and the
remove the condition from a character. When the
creature has a soul, draws the soul into one of
duration of the effect ends, infected characters must
the dragon’s many gleaming fangs. A victim may
make a second Fortitude save, or become a natural
make a Will save resist being trapped in a dragon’s
lycanthrope. The save DC is Charisma-based.
fang, instead fading away to whatever afterlife
Pestilent Blood (Su): A young or older necromancy that they have earned instead. Bodies of victims of
dragon’s blood is swimming with every disease the the dragons bite cannot be raised, resurrected, or
dragon has come in contact with. Targets making a reincarnated until freed. To free a victim requires
successful natural attack or unarmed strike against a wish or miracle spell cast while touching the
the dragon is automatically exposed to 1d4 random dragon, or by killing the dragon and performing a
diseases, and any target making a successful critical specific, rare ritual over its teeth. The save DC is
hit against the dragon with a non-reach slashing Charisma-based.
melee weapon must make a Reflex save (DC 10 A necromancy dragon with trapped souls can
+ the damage dealt) or be splashed with blood, draw upon their knowledge as a standard action to
exposing them to 1d3 random diseases. The save add +5 to a skill the dragon is trained in, gain the
DC against the disease is Constitution-based. ability to use an untrained skill as trained, or use
Possession (Su): A adult or older necromancy dragon a single feat the dragon doesn’t have. One or more
can attempt to possess any target that meets its gaze if trapped souls must possess the ability used for the
the target fails a Will save). This possession functions dragon to use it.
similar to the magic jar spell, but the dragon has full Stench (Ex): As a move action, a young or older
access to the victims memories, including any spells necromancy dragon can release a rancid stench.
memorized by the victim. Protection from evil or Living and breathing creatures within 10 ft. per age
similar magic blocks the possession, and targeting a category must make a Fortituse save or be sickened
victim with remove curse, dispel magic, or similar for 1d6 minutes. Creatures rolling a natural 1 on
effects will drive the dragon out of the body. The their Fortitude save are instead nauseated for 1d6
dragon may also end the effect at any time, returning minutes, then sickened for an additional 1 hour
to its body. While possessing a victim, the dragon’s per age category of the dragon. The save DC is
body stands helpless, and the dragon can sense any Charisma or Constitution-based, whichever is
damage done to its body while its away. The save DC higher for the dragon.
is Charisma-based.
Undead Specialization (Su): An adult necromancy
Protection from Necromancy (Su): A young adult dragon’s body transforms into one of several
or older necromancy dragon can choose to not undead bloodlines, each with its own strengths and
be the target of a necromancy spell or effect that weaknesses. Necromancy dragons can use mind-
requires a specific target. affecting effects against undead associated with
Skin Shower (Su): A mature adult or older their undead bloodline, and ancient necromancy
necromancy dragon can make a full round action dragons impose a -5 penalty on saves against such
every 1d4 rounds to shake itself, creating a cloud of effects. The following bloodlines are the most
rotting skin flakes in a 30 foot radius. Creatures that common, although others are possible.

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Flesh Eater—A necromancy dragon of the they can appear feral as well. Their blood
flesh eater bloodline is gaunt and feral, and drain damage increases by one step, they lose
tends to think without acting. They replace their their doom gaze, and gain the dominating gaze
enfeebling touch ability with ghoul touch (as the and children of the night abilities of vampires
spell), and increase the DC of their stench ability (Pathfinder Roleplaying Game Bestiary). They
by +5. In addition the reach of their consumptive may assume gaseous form 3 times per day.
tongue attack increases by 10 ft. Associated However they gain all a vampires weaknesses as
undead: ghast, ghoul. well, including being destroyed by sunlight. The
Lich—Necromancy dragons of the lich save DC is dominating gaze is Charisma-based.
bloodline are thin to the point of being skeletal. Associated undead: vampire
They gain a natural touch attack that deals 1d8
Undead Traits: All necromancy dragons are
points of negative energy + their Charisma
immune to death effects, disease, stunning, poisons,
modifier in damage to living things, or healing
nonleathal damage, fatigue effects and energy drains.
to undead. In addition, they may choose a single
They take half damage from ability damage and
object that their astral form can enter, and reform
from, as opposed to finding a large number of drain. Negative energy heals them, while positive
corpses. If this object is destroyed, they must energy causes them damage. They take 1d6/caster
make a DC 30 Fortitude save or lose the astral level from a raise dead spell, and 1d10/caster level
form ability forever. Associated undead: lich. from resurrection or more powerful spell.
Life Drainer—A life drainer necromancy Wraith Breath (Su): Once per day, a wyrm or
dragon rarely associates with the living, and never older necromancy dragon may breath out a cone
has living allies, as their hunger is too great. They of icy black matter which deals 1d4 permanent
lose the enfeebling touch and fatiguing touch negative levels to all creatures in the area of its
abilities, and their physical attacks gain energy normal breath weapon. At the start of the next round
drain (1 level). The dragon gains 5 temporary hit one wraith is spawned for every two levels drained
points per level drained. The life drainer bloodline from targets struck by the blast. Any targets reduced
is the rarest of bloodlines, due to the animalistic to 0 levels by this breath rise instantly as a wraith.
nature of the dragon, leading many to die violent The necromancy dragon controls wraith created by
deaths. Associated undead: wight, wraith. this ability. A Charisma-based Will save reduces the
Mummified—Necromancy dragons of the number of negative levels gained by half.
mummified bloodline are always dried and
Spell-like Abilities (Sp): A necromancy dragon
desiccated, be it by acidic bog waters, dry arctic
winds, or intense desert heat. Their forms give them gains the following spell-like abilities, usable at will
vulnerability to fire, but all their physical attacks upon reaching the listed age category. Wyrmling—
inflict their foes with mummy rot (Pathfinder death watch, Very Young—inflict light wounds,
Roleplaying Game Bestiary). The save DC is Young—death knell, Juvenile—inflict moderate
Charisma-based. Associated undead: mummy. wounds, Young Adult—vampiric touch, Adult—
Spectral—Necromancy dragons with the inflict serious wounds, Mature Adult—inflict critical
spectral bloodline appear transparent at random wounds, Old—enervation, Very Old—slay living,
times, and often seem distracted by things only Ancient—mass inflict critical wounds, Wyrm—
they can see and hear. They may go incorporeal symbol of death, Great Wyrm—energy drain
for a number of rounds per day equal to their age
category times their Charisma modifier. The DC Young Necromancy Dragon CR 9
of their howl ability increases by +5. Necromancy XP 6,400
dragons of this bloodline take double damage from N Large dragon
ghost touch weapons. Associated undead: spectre. Int +5; Senses detect necromancy, dragon senses;
Vampiric—A vampiric necromancy dragon Perception +14
generally appears sleek and charming, although Aura stench (30 ft., DC 21)

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Fort +18, Ref +10, Will +13


DEFENSE
Defensive Abilities protection from necromancy,
AC 21, touch 9, flat-footed 21 (+1 Dex, +11 natural, undead traits; DR 5/magic; Immune paralysis,
-1 size) sleep; SR 24
hp 125 (10d12+60) Weaknesses antimagic vulnerability
Fort +13, Ref +8, Will +8
Defensive Abilities undead traits; Immune OFFENSE
paralysis, sleep; SR 20 Speed 40 ft., fly 200 ft. (poor)
Weaknesses antimagic vulnerability
Melee bite +22 (2d8+12), 2 claws +22 (2d6+8), 2
OFFENSE wings +20 (1d8+4), tail slap +20 (2d6+12)
Speed 40 ft., fly 200 ft. (poor) Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Melee bite +14 (2d6+7), 2 claws +14 (1d8+5), 2 Special Attacks blood drain (1d6 Con), breath
wings +12 (1d6+2), tail slap +12 (1d8+7) weapon (50 ft. cone, DC 26, 12d8 acid), consumptive
Space 10 ft.; Reach 5 ft. (10 ft. with bite) tongue (DC 23), doom gaze (DC 23), fatiguing
Special Attacks blood drain (1d4 Con), breath weapon touch (DC 23), possession (DC 23)
(40 ft. cone, DC 21, 6d8 acid), doom gaze (DC 18) Spell-like Abilities (CL 16th; concentration +22)
Spell-like Abilities (CL 10th; concentration +13) At will—death knell (DC 19), deathwatch, inflict
At will—death knell (DC 16), deathwatch, inflict light wounds (DC 18), inflict moderate wounds (DC
light wounds (DC 15) 19), inflict serious wounds (DC 20), vampiric touch
Spells Known (CL 1st; concentration +4) Spells Known (CL 7th; concentration +12)
1st (4/day)—protection from good (DC 14), shield 3rd (5/day)—dispel magic, fireball (DC 18)
0 (at will)—bleed (DC 14), detect magic, ghost 2nd (7/day)—detect thoughts (DC 17), invisibility,
sounds (DC 13), read magic
mirror image
STATISTICS 1st (8/day)—mage armor, magic missile,
Str 21, Dex 12, Con 23, Int 16, Wis 13, Cha 16 protection from good (DC 16), shield, sleep (DC 16)
Base Atk +10; CMB +16; CMD 27 0 (at will)—acid splash, bleed (DC 17), dancing
Feats Blind-Fight, Critical Focus, Improved Initiative, lights, detect magic, ghost sound (DC 15), mage
Multiattack, Spell Focus (necromancy)B, Vital Strike hand, read magic
Skills Bluff +16, Fly +8, Intimidate +16, Knowledge STATISTICS
(arcana, religion) +16, Perception +14, Sense
Motive +14, Stealth +10, Use Magic Device +16 Str 27, Dex 10, Con 27, Int 20, Wis 17, Cha 20
Languages Aklo, Common, Draconic, Undercommon Base Atk +16; CMB +26; CMD 36
SQ counterspelling, ghost touch, omnicaster, Feats Blind-Fight, Critical Focus, Greater Spell Focus
pestilent blood (DC 21), power channeling, raw (necromancy)B, Improved Initiative, Improved Vital
magic manipulation, spell penetration Strike, Intimidating Prowess, Multiattack, Power
Adult Necromancy Dragon CR 13 Attack, Spell Focus (necromancy)B, Vital Strike
Skills Acrobatics +9 (+13 to jump), Appraise +21,
XP 25,600
Bluff +23, Fly +10, Intimidate +30, Knowledge
N Huge dragon
(arcana, religion) +21, Perception +21, Sense
Int +4; Senses detect necromancy, dragon senses;
Perception +21 Motive +19, Spellcraft +21, Stealth +11, Swim +24,
Aura animating aura, frightful presence (180 ft., Use Magic Device +22
DC 23), stench (60 ft., DC 26) Languages Abyssal, Aklo, Common, Draconic,
Infernal, Undercommon
DEFENSE SQ counterspelling, ghost touch, omnicaster, pestilent
AC 28, touch 8, flat-footed 28 (+20 natural, -2 size) blood (DC 26), power channeling, raw magic
hp 232 (16d12+128) manipulation, spell penetration, undead specialization

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Ancient Necromancy Dragon CR 18 1st (8/day)—mage armor, magic missile,


protection from good (DC 18), shield, sleep (DC 18)
XP 153,600 0 (at will)—acid splash, arcane mark, bleed (DC
N Gargantuan dragon 19), dancing lights, detect magic, ghost sound (DC
Int +3; Senses detect necromancy, dragon senses; 17), guidance, mage hand, read magic
Perception +32
Aura animating aura, frightful presence (300 ft., STATISTICS
DC 29), stench (100 ft., DC 32) Str 35, Dex 8, Con 31, Int 24, Wis 21, Cha 24
Base Atk +24; CMB +40; CMD 49
DEFENSE
Feats Bleeding Critical, Blind-Fight, Critical Focus,
AC 37, touch 5, flat-footed 37 (-1 Dex, +32 natural, Greater Spell Focus (necromancy)B, Greater Vital
-4 size) Strike, Hover, Improved Critical (bite), Improved
hp 396 (24d12+240) Initiative, Improved Vital Strike, Intimidating
Fort +24, Ref +13, Will +19 Prowess, Multiattack, Power Attack, Spell Focus
Defensive Abilities protection from necromancy, (necromancy)B, Vital Strike
undead traits; DR 15/magic; Immune paralysis, Skills Acrobatics +23, Appraise +34, Bluff +34, Fly
sleep; SR 29 +12, Intimidate +46, Knowledge (arcana, religion)
Weaknesses antimagic vulnerability +34, Perception +32, Sense Motive +32, Spellcraft
+34, Stealth +14, Swim +39, Use Magic Device +34
OFFENSE Languages Abyssal, Aklo, Common, Draconic,
Speed 40 ft., fly 250 ft. (clumsy) Giant, Infernal, Orc, Undercommon
Melee bite +32 (4d6+18/19-20), 2 claws +32 (2d8+12), SQ astral travel, control necromancy, counterspelling,
2 wings +30 (2d6+6), tail slap +30 (2d8+18) ghost touch, omnicaster, pestilent blood (DC 32),
Space 20 ft.; Reach 15 ft. (20 ft. with bite) power channeling, raw magic manipulation, spell
penetration, undead specialization
Special Attacks blood drain (1d8 Con), breath
weapon (60 ft. cone, DC 32, 20d8 acid), consumptive
tongue, doom gaze (DC 29), enfeebling strike D ue to the corrupting nature of their very existence,
necromancy dragons are the only spell dragon
that are inherently any alignment other then neutral
(DC 29), fatiguing touch (DC 29), howl (DC 29),
lycanthropic breath (DC 29), possession (DC 29), from hatching. They straddle the line between life and
skin shower (DC 29), soul bite (DC 29) death, and view all living creatures as prey, and all
Spell-like Abilities (CL 24th; concentration +31) undead as their vassals. Necromancy dragons by and
At will—death knell (DC 21), deathwatch, large hate others of their king more than any others,
enervation, inflict critical wounds (DC 23), inflict light despite usually having similar end goals.
Necromancy dragons prefer to weaken foes
wounds (DC 20), inflict moderate wounds (DC 21),
through disease, fatigue, and the sapping of their life
inflict serious wounds (DC 22), mass inflict critical
energy before devouring them, body and soul. They
wounds (DC 27), slay living (DC 24), vampiric touch
are consistently torn between wanting to crush the
Spells Known (CL 15th; concentration +22)
living, and playing it safe, as they covet the powers
7th (5/day)—insanity (DC 24), limited wish they get as they age. Some young dragons act as
6th (7/day)—eyebite (DC 25), greater dispel sniveling underlings to powerful beings, biding
magic, undead anatomy III their time before they become the true masters.
5th (7/day)—cloudkill (DC 22), nightmare (DC Some necromancy dragons begin to lose their sanity
22), teleport (DC 22), undead anatomy II after gaining their soul bite ability, as the constant stream
4th (7/day)—contagion (DC 23), crushing despair of voices, screams, and pleas haunt them day and night.
(DC 21), poison (DC 24), wall of ice Others seem to view the trapped souls as something akin
3rd (8/day)—dispel magic, fireball (DC 20), to pets, holding conversations that appear one sided to
lightning bolt (DC 20), protection from energy outsiders, and rewarding cooperation by looking in on a
2nd (8/day)—command undead (DC 21), detect thoughts souls loved ones, sometimes even defending them from
(DC 19), invisibility, mirror image, summon swarm harm, and gifting them with wealth.

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M onster M enagerie

D ragon , T ransmutation Detect Transmutation (Ex): A transmutation


dragon can detect transmutation spells and effects
This dragon has pale brown and gray scales, bull- automatically. This functions as detect magic, but
like hooked horns, and golden eyes. Its overall only affecting transmutations.
appearance is that of a vast snake. It studies you
Disintegration Venom (Su): An old or older
in an uncomfortable, unhurried manner and yawns,
transmutation dragon may spend a standard action
showing off great hinged fangs.
to transform its venom to a magical cocktail that
Transmutation Dragon tears apart the very being of a victim. A target bitten
takes 2d6 points of damage per age category, with
N dragon (shapechanger)
a Fortitude save for half damage. Victims that are
BASE STATISTICS reduced to 0 or less hp by this effect are disintegrated
as the spell. Immunity to poison does not effect this
CR 3; Size Small; Hit Dice 4d12
magical ability. The save DC is Charisma-based.
Speed 40 ft.
Natural Armor +4; Breath Weapon line, 2d6 Etherealness (Su): A mature adult or older
electricity transmutation dragon can shift from the Material
Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 12 Plane to the Ethereal Plane as a move action, or
from the Ethereal Plane to the Material Plane
ECOLOGY as a free action. It can shift either way only once
Environment any land per round. It can take additional willing creatures
Organization solitary in physical contact with it, up to one per point
Treasure triple of its Charisma bonus (minimum 1 creature). A
transmutation dragon can remain on either plane as
SPECIAL ABILITIES long as it desires, and it doesn’t gain the extraplanar
Blink (Su): A juvenile or older transmutation dragon subtype on either plane.
can blink as the spell once per day per point of its Fabrications (Su): An old or older transmutation
Charisma modifier. Each use of this ability lasts for dragon a can use fabricate as a full round action on any
1d4 rounds, and requires a move action to activate. nonmagical material it is touching at its caster level.
Control Transmutation (Su): An old or older Horological Mist (Su): A juvenile or older
transmutation dragon has complete control over transmutation dragon can release a glowing mist
active transmutation spells existing and those cast that surrounds it in a 30 foot radius, that has one of
within its line of sight. As a free action once per two effects. If the dragon inhales the mist it acts as
round, it may add any one metamagic feat to any if hasted (as haste) for as long as it holds its breath.
such spell, even if the dragon doesn’t know the feat. If it speaks, uses its breath weapon, or casts a spell
It may attempt to counterspell any transmutation with verbal components, it releases the mist back
spell or effect within line of sight, addingits age into the air around it. While it is in the air, the mist
category to its caster level check. It may reduce or acts as slow on all creatures within it except for the
extend the duration of a transmutation by a number dragon. Each use of the mist lasts 2d6 rounds, and
of rounds equal to its Charisma modifier each cannot be used again for an equal amount of time.
round. It may “layer” metamagic feats on an active The slow DC is Charisma-based.
transmutation spell or effect as a move action, up Lord of Time and Shapes (Su): A great wyrm
to one feat per round, or remove such layers in transmutation dragon possesses tremendous control
the same manner. Such metamagic feats must be over nearby temporal continuity. It can target one
applicable to the spell or effect to be put in place. creature per point of Charisma modifier with time
Lastly any transmutations cast within line of sight stop for as long as it concentrates. To capture a new
that require a specific target can have that target creature within time, it must release all its targets,
changed to any other legal target of the dragons and start over. It is a standard action to invoke this
choice, including itself. ability, and a free action to end it.

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Age Category Special Abilities Caster Level


Wyrmling Detect transmutation, physical enhancement, poison, mage hand –
Very young Size alteration, spider climb –
Young Shed shape, pyrotechnics 1
Juvenile Blink, Horological mist, shrink item 3
Young adult DR 5/magic, mindtheft, protection from transmutations, 5
transformation aura, stone shape
Adult Frightful presence, telekinetic breath, twist flesh, telekinesis 7
Mature adult DR 10/magic, etherealness, supernatural aspect, 9
transmute rock to mud
Old Control transmutation, disintegration venom, fabrications, 11
flesh to stone
Very old DR 15/magic, reverse gravity well, 13
venom of the past life, control weather
Ancient Polymorphic breath. uplift beast, greater polymorph 15
Wyrm DR 20/magic, transform body, temporal stasis 17
Great wyrm Lord of time and shapes, wish 19

In addition, as a full round action it can polymorph scores by 2 for each +1 increase. A dragon
any object within line of sight as a full round action. can increase an ability score by up to its base
As a move action once per turn, it can end any Charisma modifier (minimum +1/-2).
polymorph spells or effects from non-divine beings, • Grow sharp, barbed spikes along its body that
or it can force any creature with the shapechanger automatically deal its Constitution modifier
subtype known to it that it can see to change to a in damage to creatures grappling the dragon,
form of the dragon’s choosing. and those that strike it with natural weapons or
Mindtheft (Su): A young adult or older unarmed strikes.
transmutation dragon that successfully bites a target • Gain a climb speed, swim speed, or burrow
can choose not to use its normal damage, but instead speed at one-quarter the dragon’s land speed.
steal a feat or skill from the victim, until the victim
makes two successful fortitude saves, at which • The dragon gains the amphibious universal
times the dragon instantly loses the stolen ability. monster ability.
If the dragon already possesses the skill, it adds one • The dragon gains the scent universal monster
quarter of the victims ranks to its total. The target ability.
can make a Will save to negate this ability. The save • Increase the dragon’s natural reach by 50%
DC is Charisma-based. (minimum +5 ft.).
Physical Enhancements (Su): All transmutation • Increase the dragon’s natural armor bonus to AC
dragons may take a full round action to alter their by +1 per 5 ft. the dragon’s land speed is reduced.
own physical form, gaining up to one modification
per point of Charisma modifier. A transmutation • Naturally glow, as continual flame with a
dragon returns to its normal form after 8 hours of spell level equal to the dragon’s age category
rest. This can have numerous effects, including, but (minimum 1st-level).
not limited to the following: • Increase the damage dice of a single natural
• Increase one ability score by reducing one attack by one damage step, and reduce the
or more ability scores. You reduce ability dragon’s natural armor bonus by 3.

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M onster M enagerie

• The dragon’s blood deals acid damage equal Poison (Ex): Bite—injury; save: Fort DC varies;
to its Constitution modifier to creatures that frequency: 1/round for 6 rounds; effect: 1d6 Dex
bite it, or those that deal slashing or piercing per 3 age categories (1d4 Dex as wyrmling); cure: 2
damage to it with non-reach melee weapons. consecutive saves. The save DC is Constitution-based.
• Assume a bipedal, humanoid form and the Polymorphic Breath (Su): An ancient or older
ability to use weapons and gear as a humanoid transmutation dragon may exhale a cone of swirling
of your size can. The damage dice of all natural green energy that targets all creatures in the normal
attacks is reduced by one step. area with a baleful polymorph effect (as the spell).

48
D raconis A rcanus

All creatures within the cone transform into the energy. Victims may make a Reflex save to avoid the
same kind of creature, chosen by the dragon at the effect; failing the save means the target is launched
time of use. The save DCs are Charisma-based. at 100 ft per age category each round directly away
Protection from Transmutations (Su): A young from the dragon for as long as it concentrates, or
adult or older transmutation dragon can choose to until it strikes a solid object, which deals 1d6 points
not be the target of a transmutation spell or effect of damage per 100 ft. traveled to the victims. The
that requires a specific target. save DC is Constitution-based.
Reverse Gravity Well (Su): A very old or older Transform Body (Su): A wyrm or older
transmutation dragon can, as a full round action, transmutation dragon can take the traits of whatever
create an area roughly the same size as its own physical objects it is in contact with as a move action.
body, that is invisible to the eye, yet detectable with A dragon touching stone gains +1d6 damage to its
detect magic or similar abilities. Anything entering physical attacks, and the effects of stoneskin. One
the area is subjected to reverse gravity. The effect touching ice gains DR 10/bludgeoning, and deals
lasts for 24 hours, or until the dragon ends the +1d6 cold damage, as well as vulnerability to fire.
effect. The dragon is not immune to its own effect, One touching metal gains the effects of ironbody.
and sometimes they use it for a quick escape, or a The dragon may hold one of these forms for up to
surprise attack. The save DC is Charisma-based. an hour. As a full round action, a dragon can take
Shed Shape (Su): Once per round, a young or older on gaseous form for as long as it concentrates, or a
transmutation dragon can use shapechange as a move flame form with the traits of fiery body, or fluid form
action, limited only by changing to creatures of its size for a liquid body.
or smaller. An adult can change forms as a free action. Transformation Aura (Su): As a standard action, a
A great wyrm can change forms up to three times per
young adult or older transmutation dragon can grant
round as free actions, even between attacks.
the effects of transformation to one willing ally per
Size Alteration (Su): A very young or older point of the dragon’s Charisma modifier. Allies
transmutation dragon that successfully bites a target must be within 10 ft. per age category of the dragon.
can choose not to use its normal poison, but instead This ability presists for 1 minute per age category
affect the target with either enlarge person or of the dragon, or until the dragon uses any of its
reduce person, chosen at the time the dragon bites spells, spell-like abilities, or supernatural abilities
the target. The effect lasts for 1 minute per point of that require activation to use.
the dragon’s Constitution modifier. The save DC to
resist this ability is Charisma-based. Twist Flesh (Su): An adult or older transmutation
dragon can make a touch attack as a standard
Supernatural Aspect (Su): A mature adult or older
action that deals 1d6 points of nonleathal damage,
transmutation dragon can make a DC 30 Knowledge
1d2 points of Strength and Dexterity damage, and
(planes) check to gain the traits of any subtype that
subtracts 10 feet from its movement rate per 3 age
can be found in extraplanar races, such as Chaotic,
categories the dragon possesses as the victims flesh
or Demon. The effect lasts for one round per point of
Charisma modifier the dragon possess, but requires and joints twist and warp. The victim may make a
a DC 25 Will save each round or the dragon begins Fortitude save to avoid the effect, and a Fortitude
to act in the mannerisms of the beings it is copying. save each round to end the effect. The save DC is
This side effect lasts for a week, and can make the Charisma-based.
dragon seem mentally unstable, helpful and noble on Uplift Beast (Su): With a 10 minute ritual, an
one encounter, and destructive and hateful the next. ancient or older transmutation dragon can alter
Telekinetic Breath (Su): An adult or older one animal to grant it the permanent benefits of
transmutation dragon can exhale a glittering line anthropomorphic animal. Rumors persist of elder
of energy that expends its breath weapon to encase transformation dragons that can extend this effects
all targets struck by it in an envelope of telekinetic to magical beasts. The save DC is Charisma-based.

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M onster M enagerie

Venom of the Past Life (Su): A very old or older


STATISTICS
transmutation dragon that successfully bites a target
can trigger a transformation in the target creature Str 19, Dex 14, Con 17, Int 12, Wis 13, Cha 14
instead of dealing poison damage. The target Base Atk +8; CMB +13; CMD 25
creature is reincarnated (as reincarnate) into a form Feats Alertness, Improved Initiative, Multiattack,
the dragon claims the target was in a previous life. Spell Focus (transmutation)B, Vital Strike
Failure results in the target creature being changed Skills Bluff +11, Diplomacy +11, Fly +7, Intimidate
for 7 days, while success reduces the duration to +11, Knowledge (arcana) +10, Perception +12,
only 1d4 rounds per age category of the dragon. The Sense Motive +12, Spellcraft +10, Use Magic
save DC is Charisma-based. Device +11
Spell-like Abilities (Sp): A transmutation dragon gains Languages Common, Draconic
the following spell-like abilities, usable at will upon SQ counterspelling, omnicaster, physical
reaching the listed age category. Wyrmling—mage hand, enhancement, power channeling, raw magic
Very Young—spider climb, Young—pyrotechnics, manipulation, shed shape, spell penetration
Juvenile—shrink item, Young Adult—stone shape, Adult Transmutation Dragon CR 11
Adult—telekinesis, Mature Adult—transmute rock to
mud, Old—flesh to stone, Very Old—control weather, XP 12,800
Ancient—greater polymorph, Wyrm—temporal stasis, N Huge dragon (shapechanger)
Great Wyrm—wish Int +5; Senses detect transmutation, dragon senses;
Perception +17
Young Transmutation Dragon CR 7 Aura frightful presence (180 ft., DC 21),
XP 3,200 transformation aura (60 ft.)
N Large dragon (shapechanger) DEFENSE
Int +6; Senses detect transmutation, dragon senses;
Perception +12 AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural,
-2 size)
DEFENSE hp 161 (14d12+70)
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 Fort +14, Ref +10, Will +12
natural, -1 size) Defensive Abilities protection from transmutations;
hp 76 (8d12+24) DR 5/magic; Immune paralysis, sleep; SR 22
Fort +9, Ref +8, Will +7 Weaknesses antimagic vulnerability
Immune paralysis, sleep; SR 18 OFFENSE
Weaknesses antimagic vulnerability
Speed 40 ft., fly 200 ft. (poor)
OFFENSE Melee bite +19 (2d8+10), 2 claws +19 (2d6+7), 2
Speed 40 ft., fly 200 ft. (poor) wings +17 (1d8+3), tail slap +17 (2d6+10)
Melee bite +11 (2d6+6), 2 claws +11 (1d8+4), 2 Space 15 ft.; Reach 10 ft. (15 ft. with bite)
wings +9 (1d6+2), tail slap +9 (1d8+6) Special Attacks breath weapon (100 ft. line, DC
Space 10 ft.; Reach 5 ft. (10 ft. with bite) 22, 12d6 electricity), crush, mindtheft (DC 21),
Special Attacks breath weapon (80 ft. line, DC poison (2d6 Dex, DC 22), size alteration (DC 21),
17, 6d6 electricity), poison (1d6 Dex, DC 17), size telekinetic breath (DC 22), twist flesh (DC 21)
alteration (DC 16) Spell-like Abilities (CL 14th; concentration +18)
Spell-like Abilities (CL 8th; concentration +10) At will—mage hand, pyrotechnics (DC 18),
At will—mage hand, pyrotechnics (DC 15), shrink item (DC 19), spider climb (DC 18), stone
spider climb (DC 15) shape, telekinesis (DC 21)
Spells Known (CL 1st; concentration +3) Spells Known (CL 7th; concentration +11)
1st (4/day)—magic missile, shield 3rd (5/day)—fireball (DC 17), protection from energy
0 (at will)—arcane mark, detect magic, mending, 2nd (7/day)—command undead (DC 16), detect
read magic thoughts (DC 16), mirror image

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D raconis A rcanus

1st (7/day)—chill touch (DC 15), command (DC 15), (DC 27), mindtheft (DC 27), poison (3d6 Dex, DC
magic missile, protection from evil (DC 15), shield 28), polymorphic breath (DC 30), reverse gravity
0 (at will)—arcane mark, dancing lights, detect well (DC 27), size alteration (DC 27), tail sweep,
magic, disrupt undead, ghost sound (DC 14), telekinetic breath (DC 28), twist flesh (DC 27),
mending, read magic venom of the past life (DC 27)
Spell-like Abilities (CL 22nd; concentration +28)
STATISTICS
At will—control weather, flesh to stone (DC
Str 25, Dex 12, Con 21, Int 16, Wis 17, Cha 18 24), greater polymorph (DC 25), mage hand,
Base Atk +14; CMB +23; CMD 34 pyrotechnics (DC 20), shrink item (DC 21), spider
Feats Alertness, Cleave, Greater Spell Focus climb (DC 20), stone shape, telekinesis (DC 23),
(transmutation)B, Improved Initiative, Improved transmute rock to mud (DC 23)
Vital Strike, Multiattack, Power Attack, Spell Focus Spells Known (CL 15th; concentration +21)
(transmutation)B, Vital Strike 7th (4/day)—greater teleport, prismatic spray
Skills Appraise +15, Bluff +16, Craft (any one) (DC 23)
+15, Diplomacy +16, Fly +10, Intimidate +16, 6th (7/day)—chain lightning (DC 22), eyebite
Knowledge (arcana, planes) +15, Perception +17, (DC 22), transformation
Sense Motive +17, Spellcraft +15, Stealth +9, Use 5th (7/day)—cloudkill (DC 21), dominate person
Magic Device +16 (DC 21), symbol of pain (DC 21), true seeing
Languages Aklo, Common, Draconic, Dwarven 4th (7/day)—dimension door, stoneskin, wall of
SQ blink, counterspelling, horological mist (DC fire, wall of ice
21), omnicaster, physical enhancement, power 3rd (7/day)—bestow curse (DC 19), dispel magic,
channeling, raw magic manipulation, shed shape, fireball (DC 19), protection from energy
spell penetration 2nd (8/day)—command undead (DC 18), detect
thoughts (DC 18), mirror image, silence (DC 18),
Ancient Transmutation Dragon touch of idiocy (DC 18)
CR 16 1st (8/day)—chill touch (DC 17), command (DC 17),
magic missile, protection from evil (DC 17), shield
XP 76,800 0 (at will)—arcane mark, bleed (DC 16), dancing
N Gargantuan dragon (shapechanger) lights, detect magic, disrupt undead, ghost sound
Int +4; Senses detect transmutation, dragon senses; (DC 16), mending, read magic, stabilize
Perception +28
Aura frightful presence (300 ft., DC 27), STATISTICS
transformation aura (100 ft.) Str 33, Dex 10, Con 25, Int 20, Wis 21, Cha 22
DEFENSE Base Atk +22; CMB +37; CMD 47
Feats Ability Focus (polymorphic breath),
AC 37, touch 6, flat-footed 37 (+31 natural, -4 size) Alertness, Cleave, Critical Focus, Great Cleave,
hp 297 (22d12+154) Greater Spell Focus (transmutation)B, Greater
Fort +20, Ref +13, Will +18 Vital Strike, Improved Initiative, Improved Vital
Defensive Abilities protection from transmutations; Strike, Multiattack, Power Attack, Spell Focus
DR 15/magic; Immune paralysis, sleep; SR 27 (transmutation)B, Vital Strike
Weaknesses antimagic vulnerability Skills Appraise +24, Bluff +25, Craft (any two)
+24, Diplomacy +25, Fly +7, Heal +24, Intimidate
OFFENSE
+25, Knowledge (arcana, planes) +24, Perception
Speed 40 ft., fly 250 ft. (clumsy) +28, Sense Motive +28, Spellcraft +24, Stealth +7,
Melee bite +29 (4d6+16), 2 claws +29 (2d8+11), 2 Use Magic Device +25
wings +27 (2d6+5), tail slap +27 (2d8+16) Languages Abyssal, Aklo, Common, Draconic,
Space 20 ft.; Reach 15 ft. (20 ft. with bite) Dwarven, Infernal
Special Attacks breath weapon (120 ft. line, DC SQ blink, control transmutation, counterspelling,
28, 20d6 electricity), crush, disintegration venom etherealness, fabrications, horological mists (DC 27),

51
M onster M enagerie

onmicaster, physical enhancement, power channeling, massive weapons in addition to their draconic
raw magic manipulation, shed shape, spell penetration, abilities. They often trade for items or spells that
supernatural aspect, uplift beast (DC 27) allow them to alter their breath weapon and other

P ermanency is anathema to transmutation native abilities.


dragons, both the concept and the spell, and Transmutation dragons study other living things,
these creature often foster change for changes sake taking their form and infiltrating their culture.
alone. They have a poor understanding of why other Often times they simply study these lesser beings,
creatures are so attached to their forms, and have in the same detached manner a sage studies insects.
a habit of transforming others without consent, Other times they actively pit different races or
thinking they are helping them evolve. communities against each other, taking a different
Transmutation dragons alter themselves freely role in each one, as a game, or simply to see which
to better do battle, leaving foes off balance and proves the strongest. Truly altruistic or malicious
unprepared. They often alter their forms to use transmutation dragons are rare.

52
D raconis A rcanus

S pell D ragon ENERGY INFUSED (CR +1)


Pick one type of energy (acid, cold, electricity, fire,

T emplates : or sonic). Energy infused spell dragons are born


crackling with the power of the chosen type of energy.
Spell dragons frequently hatch with a strong Rebuild Rules: Defensive Abilities Gain immunity
inclination to an energy type, overarching ethos, or to their selected energy type. Special Attacks Gain
innate specialization with the magic that infuses their +1d6 points of energy damage of the selected
very being. These mutations are reflected by simple type to all natural melee attacks. Weaknesses
templates. Any given clutch of dragons will be a Gain vulnerability to another energy type. Special
mixture of templated and nontemplated hatchlings. Attacks Increase the save DC of any fire effects the
dragon uses by +2.
T emplate D escriptions EVIL INFUSED (CR +1)
The following are the most common spell dragon Evil infused spell dragons are born with a corrupt
templates. heart, and malicious mind.
Rebuild Rules: Alignment Must be evil. Defensive
CHAOS INFUSED (CR +1) Abilities Gain immunity to any spell with the evil
Chaos infused spell dragons are touched by descriptor. Special Attacks All the dragon’s attacks
primal chaos. are considered evil-aligned. Once it reaches 6 HD
Rebuild Rules: Alignment Must be chaotic. it gains magic circle against good as an at will
Defensive Abilities Gain immunity to any spell spell-like ability. Weaknesses Gain vulnerability to
with the chaotic descriptor. Special Attacks All attacks that are good aligned.
the dragon’s attacks are considered chaotic-aligned.
Once it reaches 6 HD it gains chaos hammer as GOOD INFUSED (CR +1)
an at will spell-like ability. Weaknesses Gain Good infused spell dragons are born with noble and just.
vulnerability to attacks that are lawfully aligned. Rebuild Rules: Alignment Must be good.
Defensive Abilities Gain immunity to any spell
DARKNESS INFUSED (CR +1) with the good descriptor. Special Attacks All the
Darkness infused spell dragons seem eternally in dragon’s attacks are considered good-aligned. Once
shadow, and have darker hued scales than their kin. it reaches 6 HD it gains magic circle against evil
Rebuild Rules: Senses Gains see in darkness as an at will spell-like ability. Weaknesses Gain
special ability. Special Attacks Adds deeper vulnerability to attacks that are evil aligned.
darkness to its spell-like ability list. Weaknesses
Gains light sensitivity. Ability Scores +4 Dex. LAW INFUSED (CR +1)
Skills Gain +10 racial bonus on Stealth checks in Lawfully infused spell dragons strive to set all
dim light or darker conditions. things into perfect order.
Rebuild Rules: Alignment Must be lawful.
DRUIDIC SPIRIT (CR +1) Defensive Abilities Gain immunity to any spell
The spell dragon has an instinctive spiritual bond withthe lawful descriptor. Special Attacks All the
with the natural world. dragon’s attacks are considered lawful-aligned.
Rebuild Rules: Alignment Must be neutral. Once it reaches 6 HD it gains order’s wrath as
Special Attacks May use the druid spell list for an at will spell-like ability. Weaknesses Gain
any school. They gain an animal companion with vulnerability to attacks that are chaotically aligned.
the half-dragon template as a druid of one-half
their racial Hit Dice. Weaknesses Reduce all caster LIGHT INFUSED (CR +1)
levels by one-half age category if wearing metal Light infused spell dragons seem to give off a gentle
armor. Ability Scores +4 Wis. illumination of their own.

53
M onster M enagerie

Rebuild Rules: Defensive Abilities Gain immunity associate skills as class skills. The dragon gains an
to light based spells. Special Attacks Once it oracle’s curse upon hatching.
reaches 6 HD it gains searing light as an at will
spell-like ability. WITCH’S SPIRIT (CR +2)
The spell dragon’s hatching attracted the attention
ORACLE’S SPIRIT (CR +2) of an otherworldly power. Select one witches patron.
The spell dragon is a direct conduit for some divine Rebuild Rules: Special Attacks The dragon may
power. Select one oracle mystery. select witch spells in addition to cleric and sorcerer
Rebuild Rules: Special Qualities It gains one spells for its spellcasting, as well as gaining the
revelation from the selected mystery as a wyrmling, patron spells for their selected patron. Additionally,
plus one additional revelation for every three age the dragon gains one hex as a wyrmling, plus one
categories it has. Upon becoming it great wyrm, additional hex for every three age categories it has.
it also gains the mystery’s grand revelation. The It may select a normal or major hex upon becoming
dragon also gains the mystery spells as additional very old. It gains a grand hex upon becoming a
know spells for its sorcerer spellcasting, and the great wyrm. Ability Scores +4 Int.

54
D raconis A rcanus

Published Under the SRD, OGL, and d20 (v 3) License DESIGNATION OF PRODUCT IDENTITY:
©2000, Wizards of the Coast, Inc.
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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors:
name of any Contributor unless You have written permission from the Contributor to do so. Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner,
Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray

55
M onster M enagerie

Vallese. Cave Fisher from the  Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Greene, based on original material by Lawrence Schick.
Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor. Scott Greene, based on original material by Roger Musson.
Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John Bennett, Crystal Ooze from the  Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Greene, based on original material by Gary Gygax.
Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002,
Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games,
Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim
Daemon, Guardian from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert
Author: Scott Greene, based on original material by E. Gary Gygax.
Schwalb, Mark Seifter, and Russ Taylor.
Daemon, Hydrodaemon from the  Tome of Horrors, Revised, © 2002, Necromancer Games,
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors:
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax.
Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors:
Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Dark Creeper from the  Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Greene, based on original material by Rik Shepard.
Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Dark Stalker from the  Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Taylor, and Stephen Townshend. Greene, based on original material by Simon Muth.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Death Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published
Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim and distributed by Frog God Games; Author: Scott Greene, based on original material by
Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Underworld Oracle.
Reynolds, and Russ Taylor. Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Scott Greene and Erica Balsley.
Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Greene, based on original material by Jean Wells.
Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; Authors: James Jacobs Author Scott Greene, based on original material by Gary Gygax.
and Russ Taylor. Demodand, Slimy from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Anger of Angels. © 2003, Sean K Reynolds. Author Scott Greene, based on original material by Gary Gygax.
Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. Demodand, Tarry from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Author Scott Greene, based on original material by Gary Gygax.
Pramas, Robert J. Schwalb. Demon, Shadow from the  Tome of Horrors Complete, © 2011, Necromancer Games, Inc.,
The Book of Hallowed Might. © 2002, Monte J. Cook. published and distributed by Frog God Games; Author: Scott Greene, based on original material
Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook. by Neville White.
Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Peck, Jeff Quick, and Sean K Reynolds. Scott Greene, based on original material by Gary Gygax.
Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds. Demon Lord, Kostchtchie from the Tome of Horrors Complete, © 2011, Necromancer Games,
Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original
The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
material by Gary Gygax.
Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
Demon Lord, Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.;
Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
published and distributed by Frog God Games; Author: Scott Greene, based on original material
Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
by Gary Gygax.
Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors:
Dire Corby from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek
Scott Greene, based on original material by Jeff Wyndham.
Kagemann, Phillip Larwood, Richard Pett, and Stan!
Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
Scott Greene, based on original material by Roger Musson.
Aerial Servant from the  Tome of Horrors Complete, © 2011, Necromancer Games, Inc.;
Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Published and distributed by Frog God Games; Authors: Clark Greene and Clark Peterseon, based
Scott Greene, based on original material by Brian Jaeger and Gary Gygax.
on original material by Gary Gygax.
Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott
Scott Greene, based on original material by Gary Gygax.
Greene and Clark Peterson, based on original material by Guy Shearer.
Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene,
Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
based on original material by Gary Gygax.
Scott Greene, based on original material by Gary Gygax.
Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Scott Greene, based on original material by Gary Gygax.
Author: Scott Greene, based on original material by E. Gary Gygax.
Executioner’s Hood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.;
Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
published and distributed by Frog God Games; Author: Scott Greene, based on original material
Author: Scott Greene, based on original material by E. Gary Gygax.
by Gary Gygax.
Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games,Inc.; Author
Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by Simon Tilbrook.
Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Flind and Flindbar from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.,
Greene, based on original material by Gary Gygax.
published and distributed by Frog God Games; Author: Scott Greene, based on original material
Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott by J.D. Morris.
Greene, based on original material by Gary Gygax.
Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Greene, based on original material by Ian McDowell and Douglas Naismith.
Scott Greene, based on original material by Gary Gygax.
Froghemoth from the  Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by Gary Gygax.
Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published Scott Greene, based on original material by Gary Gygax.
and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Gygax.
Greene, based on original material by Ian Livingstone.
Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors
Genie, Marid from the  Tome of Horrors Complete © 2011, Necromancer Games, Inc.,
Scott Peterson and Clark Peterson, based on original material by Gary Gygax.
published and distributed by Frog God Games; Author: Scott Greene, based on original material
Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author by Gary Gygax.
Scott Greene, based on original material by Gary Gygax.
Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene,
Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott based on original material by Gary Gygax.
Greene, based on original material by Roger Musson.
Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, Scott Greene, based on original material by Wizards of the Coast.
based on original material by Gary Gygax.
Gloomwing from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by E. Gary Gygax.
Grippli from the  Tome of Horrors Complete © 2011, Necromancer Games, Inc., published
Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Greene, based on original material by Dermot Jackson. Gygax.
Nereid from the  Tome of Horrors Complete © 2011, Necromancer Games, Inc.,
Carbuncle from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors published and distributed by Frog God Games; Author: Scott Greene, based on original material
Scott Greene, based on original material by Albie Fiore. by Gary Gygax.
Caryatid Column from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Author Scott Greene, based on original material by Jean Wells. Greene, based on original material by Peter Brown.

56
D raconis A rcanus

Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Scott Greene, based on original material by Gary Gygax. Greene, based on original material by Russell Cole.
Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Troll, Rock from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Scott Greene and Erica Balsley, based on original material by Gary Gygax. Scott Greene.
Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene,
Greene, based on original material by Underworld Oracle. based on original material by Gary Gygax.
Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games,
Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, Inc.; Author Scott Greene, based on original material by Gary Gygax.
based on original material by Philip Masters. Wood Golem from the  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott
Jackalwere from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Greene and Patrick Lawinger.
Scott Greene, based on original material by Gary Gygax. Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Scott Greene, based on original material by Albie Fiore.
Greene, based on original material by Gary Gygax. Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and Scott Greene, based on original material by Albie Fiore.
distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based
Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott on original material by Gary Gygax.
Greene, based on original material by Nick Louth. Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Kech from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Scott Greene, based on original material by Gary Gygax.
Greene, based on original material by Gary Gygax.
Monster Menagerie: Draconis Arcanus © 2018, Rogue Genius Games; Author: Sam Hing.
Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Lawrence Schick.
Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Lurker Above from the  Tome of Horrors Complete, © 2011, Necromancer Games, Inc.;
published and distributed by Frog God Games; Author: Scott Greene, based on original material
by Gary Gygax.
Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Scott Greene.
Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by E. Gary Gygax.
Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based
on original material by Ian Livingstone and Mark Barnes.
Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Moon Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published
and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Gygax.
Muckdweller from the  Tome of Horrors Complete, © 20111, Necromancer Games, Inc.,
published and distributed by Frog God Games; Author: Scott Greene, based on original material
by Gary Gygax.
Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Simon Tillbrook.
Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Pech from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Lewis Pulsipher.
Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Quickwood from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene
and Clark Peterson, based on original material by Gary Gygax.
Russet Mold from the  Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Roger Musson.
Scarecrow from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Roger Musson.
Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Neville White.
Skulk from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Simon Muth.
Slime Mold from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Slithering Tracker from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by David Cook.
Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
Tenebrous Worm from the  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Mike Roberts.
Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Trapper from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

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