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Fortune Dragon (Adult, Spellcaster)

Creature 14 — arcane, dragon

WeaverAnvilLANDAERIALdragonarcane

Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A drag

Source: pathfinder-monster-core

Perception +24; darkvision, scent (imprecise) 60 feet
Languages common, draconic, dwarven
Skills Accounting Lore +28, acrobatics +27, arcana +28, athletics +27, crafting +28, diplomacy +24, Mercantile Lore +28, thievery +27
Str
+7
Dex
+7
Con
+6
Int
+8
Wis
+4
Cha
+4
AC 36 Fort +24 Ref +27 Will +24 +2 status to all saves vs. arcane
HP 230
Immunities drained, paralyzed, sleep
Speed 70 feet, fly 140 feet

Offense

Melee Jaws (magical, reach-15, unarmed) +27, Damage 3d10+13 piercing plus 1d6 force
Melee Claw (agile, magical, reach-10, unarmed) +27, Damage 1d6 force plus 3d6+13 piercing
Melee Tail (magical, reach-20) +25, Damage 1d6 force plus 3d10+13 bludgeoning

Abilities

+2 Status to All Saves vs. Arcane
Aura of Disruption (arcane, aura) — 120 feet.

The dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 25 temporary Hit Points that last for 1 minute.
Capture Spell (arcane) —
Disruptive Breath (arcane, force) — The dragon unleashes a spray of magic-disrupting energies that deals 13d6 force damage in a 40-foot cone (DC 36 Reflex save). Creatures that fail become Stupefied 1 (Stupefied 2 on a critical failure) for 1 minute.

The dragon can't use Disruptive Breath again for 1d4 rounds.
Share the Wealth
Treasure Dive — The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 33 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked Prone on a critical failure).
Arcane Prepared Spells DC 36, attack +28
6th Cursed Metamorphosis, Teleport, Wall of Force
5th Howling Blizzard, Scouting Eye, Toxic Cloud
4th Flicker, Translocate, Vision of Death
3rd Aqueous Orb, Haste
2nd Invisibility, Mist, Web
1st Grease, Gust of Wind, Item Facade, Phantasmal Minion
Cantrips (6th) Electric Arc, Figment, Prestidigitation, Shield, Telekinetic Hand
Arcane Spontaneous Spells DC 36, attack +22
7th Warp Mind
6th Chain Lightning
5th Slither
4th Unfettered Movement
3rd Fireball
1st Force Barrage
Cantrips (7th) Detect Magic, Read Aura

WORKS WELL WITH

SnareLAND / AERIALA controller that pins the party in the cone's path turns the disruptive breath's Stupefied effect into a reliable spellcasting shutdown.
FlankerLAND / AERIALA mobile striker can punish spellcasters the dragon has already left Stupefied and unable to counteract its ongoing magic drain.
SniperLAND / AERIALRanged pressure keeps the party from closing to melee range where the dragon's reach Strikes and treasure-dive push dominate.

PUNISHES

✖ spellcaster reliance✖ clumping✖ static positioning
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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