This amorphous creature looks like an iridescent, blimp-shaped jellyfish, with a line of tentacles dangling down beneath it.
Brethedans are an adaptive race of floating, telepathic creatures that live on gas giant worlds. Though highly intelligent, they disdain physical tools, likely because of the lack of raw materials available in the clouds of their vast homes. Instead, brethedans have evolved to solve problems by combining and modifying their bodies or producing tailored biological agents inside themselves. Though humanoids rarely understand the placid race’s obscure and alien goals, brethedans do sometimes travel to and even colonize other gaseous worlds, and are believed to be the first creatures to have tamed oma for use as living spaceships. A typical Brethedan is 10 feet long and weighs 200 pounds.
CR 5 XP 1,600
N Large
An Aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. They possess the following traits: • Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor. • Aberrations breathe, eat, and sleep. Init +0; Senses 120 ft., 60 ft.; Perception +12
Using extraordinary nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 66 (7d8+35); 2 (acid)
Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage at a fixed rate but they cannot die as long as their regeneration is still functioning although creatures with regeneration still fall unconscious when their hit points are below 0. Regeneration does not restore hit points lost from starvation, suffocation, or thirst. Certain attack forms cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning. Attack forms that don’t deal hit point damage are not healed by regeneration. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have the regeneration ability. Fort +7, Ref +2, Will +9
Defensive Abilities Amorphous (Ex) This creature has a body that is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits. OFFENSE
Speed 0 ft., 30 ft. (good)
A creature with a Fly speed can cease or resume flight as a free action on their turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of their turn a flying creature can move in a different direction than they did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s statblock. Melee 2 slams +9 (1d6+4 plus )
Grab (Ex) If this creature hits with the indicated attack it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Space 10 ft.; Reach 10 ft.
Special Attacks (1d6+4), (DC 17, 1d6 acid and )
Constrict (Ex) This creature deals bludgeoning damage by crushing its opponent whenever it makes a successful check (including the initial check to establish the grapple). It still receives any other benefits of a successful check, including dealing additional damage. The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack. This is an extraordinary ability. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Engulf (Ex) This creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the condition, are in danger of , are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based. A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of , and their effects do not stack. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates and dies. Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points. A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. Paralysis renders the victim immobile. subjects cannot move, speak, or take any physical actions (they can still take purely mental actions, such as the use of a SLA). They are rooted to the spot, frozen and helpless, having effective Dexterity and Strength scores of 0. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature’s racial HD + the paralyzing creature’s Con modifier; the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. The duration of the paralysis varies and is included in the creature’s description. A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is , but can take purely mental actions (such as the use of a SLA). A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through. A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. STATISTICS
Str 19, Dex 11, Con 20, Int 12, Wis 14, Cha 11
Base Atk +5; +10 (+14 grapple); CMD 20 (can’t be tripped)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats Combat Reflexes, Iron Will, Power Attack, Weapon Focus (slam)
Skills Escape Artist +10, Fly +12, Handle Animal +7, Perception +12, Stealth +6
Languages Brethedan; 100 ft.
Telepathy (Su) This creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. SQ adaptation, combine
ECOLOGY
Environment any sky
Organization solitary, pair, or flotilla (3–8)
Treasure none
SPECIAL ABILITIES
Adaptation (Ex) A brethedan’s body is extremely mutable, and can adapt to respond to virtually any situation. Once per round as a swift action that does not provoke attacks of opportunity, a brethedan can reshape its body and chemistry to adopt any of the following qualities.
• It gains resistance 5 against a single energy type (acid, cold, electricity, or fire).
• It gains an additional natural attack (bite, tentacle, etc.) with damage appropriate to its size.
• Its slam damage type changes to slashing or piercing.
• Its slam damage die increases by one step (from 1d6 to 1d8 for most brethedans).
• It gains a +4 natural armor bonus to AC.
• Its reach increases to 20 feet.
A brethedan can only have one modification in effect at any one time—if it selects a new adaptation, it loses any other in effect. More extreme adaptations are also possible (at the GM’s discretion), but generally take days or even months to adopt.
Combine (Ex) Thanks to their perfect communication, brethedans can combine to work together as parts of a larger organism. As a swift action, a brethedan adjacent to another can merge with it, becoming a single creature occupying both spaces. The merging brethedan forfeits its actions to augment the other, and adds its hit points (though not its Hit Dice) to the new creature’s collective total. At this time, it also chooses one adaptation—the combined creature gains this benefit, and it cannot be changed unless the combined creature uses its single adaptation action each round to do so. Any number of brethedans can merge in this fashion, but each adaptation can be gained only once (though resistances to multiple energy types are allowed). The combined creature retains the ability to swap one adaptation each round (not once per component creature). Splitting into the component creatures again is a full-round action in which all component creatures are released and the remaining hit points are divided evenly. For the purposes of Hit Die-related effects, the Hit Dice of a combined brethedan are equal to those of the component creature with the highest CR.
Kirin
With draconic scales covering much of its body, this staglike creature moves with awe-inspiring grace.
The noble kirin roam the sky, their feet rarely touching soil. They have a stag’s graceful body and cloven hooves, a pair of backward-facing horns, and a thick mane and tail ranging from golden to brilliant reds or purples in the hues of the setting sun. Their hide resembles that of a dragon, the scales gleaming ebon or iridescent green. Rare in the extreme, kirin seldom meddle openly in worldly affairs, preferring a subtle hand in overturning the schemes of wicked spirits such as hags and oni. The blood of young kirin runs hot, however, and such spirited youths may serve as mounts for cavaliers and paladins of clever wit and untarnished moral quality. The wisest and most powerful kirin are known as emperor kirin, having earned this title through the respect of their peers and the strength of their powers. They resemble standard kirin, except their hooves give off sparks as they gallop through the air.
Emperor kirin have the advanced creature simple template and additional racial Hit Dice. When advancing a kirin’s Hit Dice to create an emperor kirin, make the following additional changes. • CR: Increase by 1 + the number of additional HD. • Breath Weapon: Damage increases by 1d6 for every 2 additional HD. • Spellcasting: Increase sorcerer level (for the purpose of spells known and spells per day) by 1 per additional HD. • Spell-Like Abilities: Increase caster level by +1 per additional HD. • Spell Resistance: Increase by +1 per additional HD.
CR 7 XP 3,200
LG Large (air)
Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following traits (unless otherwise noted in a creature’s entry). • Proficient with its natural weapons only. • Proficient with no armor. • Magical beasts breathe, eat, and sleep. Init +6; Senses 60 ft., detect evil, , ; Perception +17
Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. DEFENSE
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
cold 10, electricity 30, fire 10; 18
A creature with resistance to energy ignores some damage of a certain type per attack, but it does not have total immunity. Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn’t matter whether the damage has a mundane or magical source. When resistance completely negates the damage from an energy attack, the attack does not disrupt spellcasting. This resistance does not stack with the resistance that a spell might provide. A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. OFFENSE
Speed 60 ft., 120 ft. (good)
A creature with a Fly speed can cease or resume flight as a free action on their turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of their turn a flying creature can move in a different direction than they did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s statblock. Melee gore +14 (1d8+5), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks (15-ft. cone, 5d6 fire damage, Reflex DC 18 half, usable every 1d4 rounds), (gore, 2d8+14)
Breath Weapon (Su) This creature has the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day. Powerful Charge (Ex) When this creature charges, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and the damage from the attack are given in the creature’s description. (CL 9th; concentration +15)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Constant—detect evil, water walk At will—gaseous form, gust of wind 1/day—break enchantment, create food and water, major creation, wind walk (self only)
Spells Known (CL 6th; concentration +12)
3rd (4/day)—lightning bolt (DC 19)
2nd (7/day)—lesser restoration, scorching ray 1st (8/day)—color spray (DC 17), cure light wounds, disguise self, remove fear, sanctuary (DC 17)
0 (at will)—arcane mark, create water, detect magic, guidance, mage hand, mending, stabilize STATISTICS
Str 20, Dex 23, Con 18, Int 18, Wis 21, Cha 23
Base Atk +9; +15; CMD 31 (35 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats Combat Casting, Eschew Materials, Flyby Attack, Hover, Iron Will, Weapon Focus (gore)
Skills Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14
Languages Abyssal, Auran, Celestial, Common, Draconic; 100 ft.
Telepathy (Su) This creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. ECOLOGY
Environment any
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Spells A kirin casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a kirin, meaning that the creature does not need a divine focus to cast them.
Sky Dragon
Although wingless, this dragon twists gracefully though the sky, its scales reflecting the shifting hues of the heavens.
Benevolent and noble, sky dragons, or tienlungs, are fearsome champions of good and protectors of those in need. They are often sought out for their wise council, which they grant only to the deserving and true.
— — — — — — — — — — — CR 5 XP 1,6007 XP 3,2009 XP 6,40010 XP 9,60012 XP 19,20013 XP 25,60014 XP 38,40016 XP 76,80017 XP 102,40018 XP 153,60019 XP 204,80021 XP 409,600 LG SmallMediumLargeLargeHugeHugeHugeGargantuanGargantuanGargantuanGargantuanColossal () A Dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry). • Immunity to magic sleep effects and paralysis effects. • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with no armor. • Dragons breathe, eat, and sleep. The air subtype is usually used for outsiders that have a connection to the Elemental Plane of Air. Air creatures always have fly speeds and usually have perfect maneuverability. Air creatures treat Fly as a class skill. Init +2+1+1+5+4+4+4+3+3+3+2+2; Senses , ; Perception +141722252730323537394245 Dragons have 120 ft. and 60 ft. They see four times as well as a human in dim light and twice as well in normal light. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Using extraordinary nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Cloud Sight (Su) A very young or older sky dragon’s sight is not impeded by clouds or fog, or by spells that create areas of fog. Aura (120 ft., DC 20) Aura (150 ft., DC 21) Aura (180 ft., DC 23) Aura (210 ft., DC 24) Aura (240 ft., DC 26) Aura (270 ft., DC 27) Aura (300 ft., DC 29) Aura (330 ft., DC 30) Aura (360 ft., DC 32) The Frightful Presence extraordinary quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is shaken, or frightened if it is already shaken. A frightened opponent who fails their save becomes panicked instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened. The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). DEFENSE AC19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)20, touch 11, flat-footed 19 (+1 Dex, +9 natural)22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)26, touch 8, flat-footed 26 (+18 natural, –2 size)29, touch 8, flat-footed 29 (+21 natural, –2 size)32, touch 8, flat-footed 32 (+24 natural, –2 size)32, touch 5, flat-footed 32 (–1 Dex, +27 natural, –4 size)35, touch 5, flat-footed 35 (–1 Dex, +30 natural, –4 size)38, touch 5, flat-footed 38 (–1 Dex, +33 natural, –4 size)40, touch 4, flat-footed 40 (–2 Dex, +36 natural, –4 size)39, touch 0, flat-footed 39 (–2 Dex, +39 natural, –8 size) hp45 (6d12+6)68 (8d12+16)95 (10d12+30)126 (12d12+48)147 (14d12+56)184 (16d12+80)207 (18d12+90)250 (20d12+120)297 (22d12+154)348 (24d12+192)377 (26d12+208)434 (28d12+252) Fort +6810121315161819212224, Ref +7910111112131314151516, Will +7910121317182021232426 5/magic; 5/magic; 10/magic; 10/magic; 15/magic; 15/magic; 20/magic; 20/magic; electricity, paralysis, sleep; 23; 24; 25; 27; 28; 29; 30; 32 A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below. The entry indicates the amount of damage ignored and the type of weapon that negates the ability. Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon. When a damage reduction entry has a — after the slash, no weapon negates the damage reduction. A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction. A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. A dragon with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A dragon that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw. OFFENSE Speed 40 ft., 150 ft. (good)150 ft. (good)200 ft. (good)200 ft. (good)200 ft. (good)200 ft. (good)200 ft. (good)250 ft. (good)250 ft. (perfect)250 ft. (perfect)250 ft. (perfect)250 ft. (perfect) A dragon with a Fly speed can cease or resume flight as a free action on their turn. Without making a check, a flying dragon can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of their turn a flying dragon can move in a different direction than it did previously without needing a Fly check. A dragon with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Dragons without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the dragon’s statblock. Sky dragons gain good maneuverability from while old or younger and perfect maneuverability while very old or older. Melee bite +8 (1d6+1), 2 claws +8 (1d4+1)bite +11 (1d8+4), 2 claws +11 (1d6+3), gore +11 (1d6+4)bite +14 (2d6+7), 2 claws +14 (1d8+5), gore +14 (1d8+7), tail slap +12 (1d8+7)bite +17 (2d6+9), 2 claws +17 (1d8+6), gore +17 (1d8+9), tail slap +15 (1d8+9)bite +19 (2d8+10/19–20), 2 claws +19 (2d6+7), gore +19 (2d6+10), tail slap +17 (2d6+10)bite +22 (2d8+12/19–20), 2 claws +22 (2d6+8), gore +22 (2d6+12), tail slap +20 (2d6+12)bite +26 (2d8+13/19–20), 2 claws +25 (2d6+9), gore +25 (2d6+13), tail slap +23 (2d6+13)bite +27 (4d6+15/19–20), 2 claws +26 (2d8+10), gore +26 (2d8+15), tail slap +24 (2d8+15)bite +30 (4d6+16/19–20), 2 claws +29 (2d8+11), gore +29 (2d8+16), tail slap +27 (2d8+16)bite +33 (4d6+18/19–20), 2 claws +32 (2d8+12), gore +32 (2d8+18), tail slap +30 (2d8+18)bite +36 (4d6+19/19–20), 2 claws +35 (2d8+13), gore +35 (2d8+19), tail slap +33 (2d8+19)bite +35 (4d8+21/19–20), 2 claws +34 (4d6+14), gore +34 (4d6+21), tail slap +32 (4d6+21) Space 5510101515152020202030 ft.; Reach 5 ft.5 ft.5 ft. (10 ft. with bite and gore)5 ft. (10 ft. with bite and gore)10 ft. (15 ft. with bite and gore)10 ft. (15 ft. with bite and gore)10 ft. (15 ft. with bite and gore)15 ft. (20 ft. with bite and gore)15 ft. (20 ft. with bite and gore)15 ft. (20 ft. with bite and gore)15 ft. (20 ft. with bite and gore)20 ft. (30 ft. with bite and gore) Special Attacks(20-ft. cone, 2d8 electricity, Reflex DC 14 half)(30-ft. cone, 4d8 electricity, Reflex DC 16 half)(40-ft. cone, 6d8 electricity, Reflex DC 18 half)(40-ft. cone, 8d8 electricity, Reflex DC 20 half)(50-ft. cone, 10d8 electricity, Reflex DC 21 half), (Small creatures, DC 21, 2d8+10)(50-ft. cone, 12d8 electricity, Reflex DC 23 half), (Small creatures, DC 23, 2d8+12)(50-ft. cone, 14d8 electricity, Reflex DC 24 half), (Small creatures, DC 24, 2d8+13)(60-ft. cone, 16d8 electricity, Reflex DC 26 half), (Medium creatures, DC 26, 4d6+15), (30-ft., 2d6+15, DC 26), (60-ft. cone, 18d8 electricity, Reflex DC 27 half), (Medium creatures, DC 27, 4d6+16), (30-ft., 2d6+16, DC 27), (60-ft. cone, 20d8 electricity, Reflex DC 29 half), (Medium creatures, DC 29, 4d6+18), (30-ft., 2d6+18, DC 29), , (60-ft. cone, 22d8 electricity, Reflex DC 30 half), (Medium creatures, DC 30, 4d6+19), (30-ft., 2d6+19, DC 30), , (70-ft. cone, 24d8 electricity, Reflex DC 32 half), (Large creatures, DC 32, 4d8+21), (40-ft., 2d8+21, DC 32), , Breath Weapon (Su) Dragons have the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing dragon’s racial HD + Con modifier; the exact DC is given in the dragon’s descriptive text). A dragon is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon). Primal Lightning (Su) An old or older sky dragon’s breath weapon can affect creatures normally immune or resistant to electricity damage. A creature immune to electricity damage still takes half damage from the breath weapon (no damage with a successful saving throw). Resistant creatures’ electricity resistance is treated as 10 less than normal. Grounding Breath (Su) Any flying creature damaged by the breath weapon of an ancient or older sky dragon must make a Fortitude save with the same DC as the sky dragon’s breath weapon or lose the ability to fly for 1d4 rounds. (CL 10th; concentration +13) At will—detect evil (CL 12th; concentration +16) At will—detect evil, feather fall (CL 14th; concentration +18) At will—detect evil, feather fall (CL 16th; concentration +21) At will—detect evil, feather fall, gust of wind (DC 17) (CL 18th; concentration +23) At will—detect evil, feather fall, gust of wind (DC 17) (CL 20th; concentration +26) At will—call lightning storm (DC 21), detect evil, feather fall, gust of wind (DC 18) (CL 22nd; concentration +28) At will—call lightning storm (DC 21), detect evil, feather fall, gust of wind (DC 18) (CL 24th; concentration +31) At will—call lightning storm (DC 22), control winds (DC 22), detect evil, feather fall, gust of wind (DC 19) (CL 26th; concentration +33) At will—call lightning storm (DC 22), control winds (DC 22), detect evil, feather fall, gust of wind (DC 19) (CL 28th; concentration +36) At will—call lightning storm (DC 23), control winds (DC 23), detect evil, feather fall, gust of wind (DC 20), stormbolts (DC 26) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes an attack of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Sorcerer Spells Known (CL 1st; concentration +4) 1st (4/day)—obscuring mist, shocking grasp 0 (at will)—disrupt undead, mending, message, read magic Sorcerer Spells Known (CL 3rd; concentration +7) 1st (6/day)—expeditious retreat, obscuring mist, shocking grasp 0 (at will)—detect magic, disrupt undead, mending, message, read magic Sorcerer Spells Known (CL 5th; concentration +9) 2nd (5/day)—glitterdust (DC 16), invisibility 1st (7/day)—expeditious retreat, magic missile, obscuring mist, shocking grasp 0 (at will)—detect magic, disrupt undead, mage hand, mending, message, read magic Sorcerer Spells Known (CL 7th; concentration +12) 3rd (5/day)—blink, lightning bolt (DC 18) 2nd (7/day)—glitterdust (DC 17), invisibility, resist energy 1st (8/day)—endure elements, expeditious retreat, magic missile, obscuring mist, shocking grasp 0 (at will)—detect magic, disrupt undead, mage hand, mending, message, ray of frost, read magic Sorcerer Spells Known (CL 9th; concentration +14) 4th (5/day)—dimension door, rainbow pattern (DC 19) 3rd (7/day)—blink, lightning bolt (DC 18), wind wall 2nd (7/day)—fog cloud, glitterdust (DC 17), invisibility, resist energy 1st (8/day)—endure elements, expeditious retreat, magic missile, obscuring mist, shocking grasp 0 (at will)—daze (DC 15), detect magic, disrupt undead, mage hand, mending, message, ray of frost, read magic Sorcerer Spells Known (CL 11th; concentration +17) 5th (5/day)—cloudkill (DC 21), teleport 4th (7/day)—dimension door, greater invisibility, rainbow pattern (DC 20) 3rd (7/day)—blink, lightning bolt (DC 19), sleet storm (DC 19), wind wall 2nd (8/day)—daze monster (DC 18), fog cloud, glitterdust (DC 18), invisibility, resist energy 1st (8/day)—endure elements, expeditious retreat, magic missile, obscuring mist, shocking grasp 0 (at will)—dancing lights, daze (DC 16), detect magic, disrupt undead, mage hand, mending, message, ray of frost, read magic Sorcerer Spells Known (CL 13th; concentration +19) 6th (5/day)—acid fog, legend lore 5th (7/day)—break enchantment, cloudkill (DC 21), teleport 4th (7/day)—dimension door, greater invisibility, ice storm, rainbow pattern (DC 20) 3rd (7/day)—blink, lightning bolt (DC 19), sleet storm (DC 19), wind wall 2nd (8/day)—daze monster (DC 18), fog cloud, glitterdust (DC 18), invisibility, resist energy 1st (8/day)—endure elements, expeditious retreat, magic missile, obscuring mist, shocking grasp 0 (at will)—dancing lights, daze (DC 16), detect magic, disrupt undead, mage hand, mending, message, ray of frost, read magic Sorcerer Spells Known (CL 15th; concentration +22) 7th (5/day)—forcecage (DC 24), mass hold person (DC 24) 6th (7/day)—acid fog, chain lightning (DC 23), legend lore 5th (7/day)—break enchantment, cloudkill (DC 22), dream, teleport 4th (7/day)—dimension door, greater invisibility, ice storm, rainbow pattern (DC 21) 3rd (8/day)—blink, lightning bolt (DC 20), sleet storm (DC 20), wind wall 2nd (8/day)—daze monster (DC 19), fog cloud, glitterdust (DC 19), invisibility, resist energy 1st (8/day)—endure elements, expeditious retreat, magic missile, obscuring mist, shocking grasp 0 (at will)—dancing lights, daze (DC 17), detect magic, disrupt undead, mage hand, mending, message, ray of frost, read magic Sorcerer Spells Known (CL 17th; concentration +24) 8th (4/day)—maze, moment of prescience 7th (7/day)—caustic eruption (DC 24), forcecage (DC 24), mass hold person (DC 24) 6th (7/day)—acid fog, chain lightning (DC 23), legend lore 5th (7/day)—break enchantment, cloudkill (DC 22), lightning arc (DC 22), teleport 4th (7/day)—dimension door, greater invisibility, ice storm, rainbow pattern (DC 21) 3rd (8/day)—blink, lightning bolt (DC 20), sleet storm (DC 20), wind wall 2nd (8/day)—daze monster (DC 19), fog cloud, glitterdust (DC 19), invisibility, resist energy 1st (8/day)—endure elements, expeditious retreat, magic missile, obscuring mist, shocking grasp 0 (at will)—dancing lights, daze (DC 17), detect magic, disrupt undead, mage hand, mending, message, ray of frost, read magic Sorcerer Spells Known (CL 19th; concentration +27) 9th (4/day)—mage’s disjunction, overwhelming presence (DC 27) 8th (7/day)—maze, moment of prescience, power word stun 7th (7/day)—caustic eruption (DC 25), forcecage (DC 25), mass hold person (DC 25) 6th (7/day)—acid fog, chain lightning (DC 24), legend lore 5th (7/day)—break enchantment, cloudkill (DC 23), lightning arc (DC 23), teleport 4th (8/day)—dimension door, greater invisibility, ice storm, rainbow pattern (DC 22) 3rd (8/day)—blink, lightning bolt (DC 21), sleet storm (DC 21), wind wall 2nd (8/day)—daze monster (DC 20), fog cloud, glitterdust (DC 20), invisibility, resist energy 1st (8/day)—endure elements, expeditious retreat, magic missile, obscuring mist, shocking grasp 0 (at will)—dancing lights, daze (DC 18), detect magic, disrupt undead, mage hand, mending, message, ray of frost, read magic STATISTICS Str 131721232527293133353739, Dex 1412121210101088866, Con 131517191921212323252527, Int 141616181820202222242426, Wis 151717191921212323252527, Cha 141616181820202222242426 Base Atk +6810121416182022242628; +61116192326293437404350; CMD 18 (22 vs. trip)22 (26 vs. trip)27 (31 vs. trip)30 (34 vs. trip)33 (37 vs. trip)36 (40 vs. trip)39 (43 vs. trip)43 (47 vs. trip)46 (50 vs. trip)49 (53 vs. trip)51 (55 vs. trip)58 (62 vs. trip) When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. FeatsFlyby Attack, Hover, Skill Focus (Perception)Flyby Attack, Hover, Lightning Reflexes, Skill Focus (Perception)Flyby Attack, Hover, Lightning Reflexes, Multiattack, Skill Focus (Perception)Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus (Perception)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus (Perception)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Skill Focus (Perception)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Skill Focus (Perception), Weapon Focus (bite)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus (Perception), Weapon Focus (bite)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus (Perception), Toughness, Weapon Focus (bite)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus (bite)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus (Perception), Snatch, Toughness, Vital Strike, Weapon Focus (bite)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus (Perception), Snatch, Toughness, Vital Strike, Weapon Focus (bite) SkillsDiplomacy +11, Fly +17, Heal +11, Knowledge (religion) +11, Perception +14, Perform (sing) +8, Sense Motive +11, Spellcraft +11Diplomacy +14, Fly +16, Heal +14, Knowledge (arcana, religion) +14, Perception +17, Perform (sing) +11, Sense Motive +14, Spellcraft +14Diplomacy +16, Fly +16, Heal +16, Knowledge (arcana, religion) +16, Perception +22, Perform (sing) +13, Sense Motive +16, Spellcraft +16Acrobatics +13, Diplomacy +19, Fly +18, Heal +19, Knowledge (arcana, religion) +19, Perception +25, Perform (sing) +16, Sense Motive +19, Spellcraft +19Acrobatics +14, Diplomacy +21, Fly +17, Heal +21, Knowledge (arcana, religion) +21, Perception +27, Perform (sing) +18, Sense Motive +21, Spellcraft +21Acrobatics +16 (+20 when jumping), Diplomacy +24, Fly +19, Heal +24, Knowledge (arcana, geography, religion) +24, Perception +30, Perform (sing) +21, Sense Motive +24, Spellcraft +24Acrobatics +18, Diplomacy +26, Fly +21, Heal +26, Knowledge (arcana, geography, religion) +26, Perception +32, Perform (sing) +23, Sense Motive +26, Spellcraft +26Acrobatics +19, Diplomacy +29, Fly +20, Heal +29, Knowledge (arcana, geography, planes, religion) +29, Perception +35, Perform (sing) +26, Sense Motive +29, Spellcraft +29Acrobatics +21, Diplomacy +31, Fly +26, Heal +31, Knowledge (arcana, geography, planes, religion) +31, Perception +37, Perform (sing) +28, Sense Motive +31, Spellcraft +31Acrobatics +22 (+26 when jumping), Appraise +33, Diplomacy +33, Fly +27, Heal +33, Knowledge (arcana, geography, planes, religion) +33, Perception +39, Perform (sing) +30, Sense Motive +33, Spellcraft +33, Use Magic Device +23Acrobatics +24 (+28 when jumping), Appraise +36, Diplomacy +36, Fly +29, Heal +36, Knowledge (arcana, geography, planes, religion) +36, Perception +42, Perform (sing) +33, Sense Motive +36, Spellcraft +36Acrobatics +26 (+30 when jumping), Appraise +39, Diplomacy +39, Fly +29, Heal +39, Knowledge (arcana, geography, planes, religion) +39, Perception +45, Perform (sing) +36, Sense Motive +39, Spellcraft +39, Use Magic Device +39 LanguagesAuran, Common, DraconicAuran, Celestial, Common, DraconicAuran, Common, DraconicAuran, Celestial, Common, Draconic, InfernalAuran, Celestial, Common, Draconic, InfernalAuran, Celestial, Common, Draconic, Infernal, SylvanAuran, Celestial, Common, Draconic, Infernal, SylvanAuran, Celestial, Common, Draconic, Elven, Infernal, SylvanAuran, Celestial, Common, Draconic, Elven, Infernal, SylvanAuran, Celestial, Common, Draconic, Elven, Gnome, Infernal, SylvanAuran, Celestial, Common, Draconic, Elven, Gnome, Infernal, SylvanAuran, Celestial, Common, Draconic, Elven, Gnome, Infernal, Sylvan SQ, , Borne Aloft (Su) Old or younger sky dragons fly with good maneuverability, while all older sky dragons have perfect maneuverability. Change Shape (Su) A creature with change shape can assume the appearance of a specific creature or type of creature while retaining most of its own physical qualities. This ability functions as the listed polymorph spell, except the creature does not adjust its ability scores. A young or older sky dragon can assume any humanoid form three times per day as if using polymorph. Celestial Emissary (Su) Three times per day, a great wyrm sky dragon can imbue others with the celestial aspect of the oracle spell divine vessel, but it can use this ability only on another willing creature of good alignment. ECOLOGY Environment temperate or warm mountains Organization solitary Treasure triple SPECIAL ABILITIES Borne Aloft (Su) Old or younger sky dragons fly with good maneuverability, while all older sky dragons have perfect maneuverability. Celestial Emissary (Su) Three times per day, a great wyrm sky dragon can imbue others with the celestial aspect of the oracle spell divine vessel, but it can use this ability only on another willing creature of good alignment. Cloud Sight (Su) A very young or older sky dragon’s sight is not impeded by clouds or fog, or by spells that create areas of fog. Grounding Breath (Su) Any flying creature damaged by the breath weapon of an ancient or older sky dragon must make a Fortitude save with the same DC as the sky dragon’s breath weapon or lose the ability to fly for 1d4 rounds. Primal Lightning (Su) An old or older sky dragon’s breath weapon can affect creatures normally immune or resistant to electricity damage. A creature immune to electricity damage still takes half damage from the breath weapon (no damage with a successful saving throw). Resistant creatures’ electricity resistance is treated as 10 less than normal.
Tempest Behemoth
Three pairs of wings beat rhythmically, churning up hurricane-force winds around this vast, birdlike monstrosity.
Riding the winds on a triple set of wings, tempest behemoths fly above all, death riding in their shadows. In battle, they snatch up foes only to cast them away from great heights, smash enemies with their wings, or hurl razor-edged scales at distant targets. A tempest behemoth’s divine heritage wards its body, mind, and soul against harm. Only the most powerful magic or attack can pierce its defenses. Serene in their immortality, tempest behemoths fear no other being. As living forces of divine retribution, tempest behemoths are sent forth into the world to raze far-f lung cities, ravage towns with mighty storms, level remote mountain temples, and tear apart siege fortresses impregnable from the ground. The advent of a tempest behemoth is generally presaged by foul weather and terrific storms that drive flocks of birds before their headwinds. The day before the behemoth arrives, the storms suddenly abate—ironically encouraging victims to emerge into the open just as the behemoth strikes.
CR 22 XP 614,400
N Colossal (air, behemoth)
Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following traits (unless otherwise noted in a creature’s entry). • Proficient with its natural weapons only. • Proficient with no armor. • Magical beasts breathe, eat, and sleep. Init +9; Senses 60 ft., 60 ft.; Perception +31
Using extraordinary nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. DEFENSE
AC 40, touch 8, flat-footed 34 (+5 Dex, +1 dodge, +32 natural, –8 size)
hp 445 (33d10+264); 20
Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage at a fixed rate but they cannot die as long as their regeneration is still functioning although creatures with regeneration still fall unconscious when their hit points are below 0. Regeneration does not restore hit points lost from starvation, suffocation, or thirst. Certain attack forms cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning. Attack forms that don’t deal hit point damage are not healed by regeneration. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have the regeneration ability. Fort +26, Ref +23, Will +16
Defensive Abilities ;15/epic; ability damage, aging, bleed, disease, electricity, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph; 33
Unstoppable (Ex) As a free action once each round this creature can immediately end any one of the following conditions currently affecting it: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. It can use this ability at the start of its turn even if a condition would prevent it from acting. A creature with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below. The entry indicates the amount of damage ignored and the type of weapon that negates the ability. Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. Some monsters are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature. When a damage reduction entry has a — after the slash, no weapon negates the damage reduction. A few creatures are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction. A few other creatures require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. Weaknesses to miracles and wishes
A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE
Speed 40 ft., 200 ft. (good)
A creature with a Fly speed can cease or resume flight as a free action on their turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of their turn a flying creature can move in a different direction than they did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s statblock. Melee bite +41 (4d6+16/19–20 plus bleed), 2 talons +41 (2d8+16 plus bleed), wings +36 (8d8+8)
Ranged 6 scales +31 (1d10+16/19–20 plus bleed)
Space 30 ft.; Reach 30 ft.
Special Attacks (2d6), gale, ruinous, thunderbolt
Bleed (Ex) This creature causes wounds that continue to , inflicting additional damage each round at the start of the affected creature’s turn. The amount of damage each round is determined in the creature’s entry. A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. If bleed damage is expressed as a die roll the damage is rerolled for each round. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage. (CL 20th; concentration +22)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. 3/day—storm of vengeance (DC 21)
STATISTICS
Str 43, Dex 21, Con 26, Int 3, Wis 16, Cha 14
Base Atk +33; +57; CMD 73
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats Combat Reflexes, Dodge, Flyby Attack, Greater Vital Strike, Hover, Improved Critical (bite), Improved Critical (scales), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Stance, Mobility, Power Attack, Snatch, Vital Strike, Weapon Focus (scales), Wind Stance
Skills Fly +29, Perception +31, Stealth –7, Survival +15
Racial Modifiers +20 Fly, +10 Perception
Language Aklo (cannot speak)
ECOLOGY
Environment any air
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Gale (Su) A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path that extends for 1,000 feet.
Scales (Ex) A tempest behemoth can hurl up to six scales from its wings (range increment 100 feet) as a standard action.
Thunderbolt (Su) As a swift action once every 1d4 rounds, a behemoth can shoot a bolt of lightning that deals 15d6 points of electricity damage and 15d6 points of sonic damage, and that causes permanent deafness in a 200-foot line. A DC 34 Reflex save halves the damage and negates the deafness. The save DC is Constitution-based.