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Fortune Dragon (Ancient, Spellcaster)

Creature 19 (uncommon) — arcane, dragon

WeaverCrasherAERIALLANDdragonarcane

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 +30; darkvision, scent (imprecise) 60 feet
Languages common, draconic, dwarven, petran
Skills Accounting Lore +37, acrobatics +36, arcana +37, athletics +34, crafting +37, diplomacy +32, Mercantile Lore +37, thievery +36
Str
+9
Dex
+9
Con
+8
Int
+10
Wis
+5
Cha
+5
AC 43 Fort +31 Ref +34 Will +32 +2 status to all saves vs. arcane
HP 300
Immunities drained, paralyzed, sleep
Speed 80 feet, fly 180 feet

Offense

Melee Jaws (magical, reach-20, unarmed) +34, Damage 4d10+15 piercing plus 1d6 force
Melee Claw (agile, magical, reach-15, unarmed) +34, Damage 1d6 force plus 4d6+15 piercing
Melee Tail (magical, reach-25) +32, Damage 1d6 force plus 4d10+15 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 35 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 18d6 force damage in a 60-foot cone (DC 45 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.
Drain Hoard
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 38 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked Prone on a critical failure).
Arcane Prepared Spells DC 45, attack +37
9th Detonate Magic, Falling Stars, Phantasmagoria
8th Arctic Rift, Disappearance, Uncontrollable Dance
7th Contingency, Energy Aegis, Planar Palace
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 (9th) Electric Arc, Figment, Prestidigitation, Shield, Telekinetic Hand
Arcane Spontaneous Spells DC 45, attack +37
9th Implosion
8th Quandary
7th Warp Mind
6th Chain Lightning
5th Slither
4th Unfettered Movement
3rd Fireball
1st Force Barrage
Cantrips (10th) Detect Magic, Read Aura

WORKS WELL WITH

AnvilLAND / AERIALA grounded bruiser holds the party's melee attention while this dragon works the skies with its breath and spells.
SnareLAND / AERIALA controller that clusters or roots targets turns the cone breath's area save into a near-guaranteed hit.
SniperAERIAL / LANDA ranged attacker can keep pressuring the dragon while it maneuvers at range, avoiding the melee exposure the breath punishes.

PUNISHES

✖ spellcasting reliance✖ clumping✖ low Reflex
Avoid pairing with another high-DC spellcaster; the party's limited counteract options get split across two priority casters.
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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