Manifestation Of Dahak
Creature 24 (unique) — acid, cold, dragon, electricity, fire, poison, unholy
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDAERIALdragonacidcoldelectricityfirepoison
Source: age-of-ashes-bestiary (Pre-Remaster)
Perception +46; darkvision, scent (imprecise) 120 feet; smoke vision
Languages chthonian, common, diabolic, draconic, elven, empyrean, fey, jotun, orcish; telepathy 200 feet
Skills acrobatics +38, arcana +45, athletics +45, deception +45, diplomacy +48, Dragon Lore +48, intimidation +48, occultism +40, religion +40, society +38
Str
+12
Dex
+8
Con
+10
Int
+8
Wis
+8
Cha
+9
AC 52
Fort +42
Ref +36
Will +38
+2 status to all saves vs. magic
HP 600
Immunities fire, paralyzed, sleep
Resistances acid 26, cold 26, electricity 26, poison 26
Weaknesses holy 26
Speed 60 feet, fly 200 feet
Offense
Melee Jaws (fire, magical, reach-20, unarmed) +44, Damage 5d10+10 piercing plus 4d6 fire plus Improved Grab
Melee Claw (agile, magical, reach-15, unarmed) +44, Damage 8d8+8 slashing
Melee Tail (magical, reach-25) +43, Damage 6d10+12 slashing plus Improved Push
Melee Wing (agile, magical, reach-20) +43, Damage 8d8+8 slashing
Abilities
Imprisoned — Dahak's manifestation can't physically exit the Adamantine Fen until conditions are right. Planar travel effects do not allow it to escape, nor can they banish it from the Adamantine Fen.
Smoke Vision — Smoke doesn't impair a red dragon's vision; it ignores the Concealed condition from smoke.
+2 Status to All Saves vs. Magic —
Attack of Opportunity (Jaws Only) — Jaws only
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Dragonstorm Aura (aura, divine) — 10 feet. DC 45 Reflex
2d6 acid plus 2d6 cold plus 2d6 electricity plus 2d6 fire plus 2d6 poison{10d6 damage split evenly between acid, cold electricity, fire, and poison}.
2d6 acid plus 2d6 cold plus 2d6 electricity plus 2d6 fire plus 2d6 poison{10d6 damage split evenly between acid, cold electricity, fire, and poison}.
Frightful Presence (aura, emotion, fear, mental) — 120 feet. DC 45 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Redirect Energy (divine) —
Constrict — 2d10+10 bludgeoning plus 2d6 fire{2d10+10 bludgeoning damage plus 2d6 fire damage}, DC 48 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Draconic Frenzy — The dragon makes two claw Strikes and one wing Strike in any order.
Draconic Momentum — The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Dragonstorm Breath (divine) — The manifestation of Dahak breathes a blast of dragonstorm energy that deals 5d6 acid plus 5d6 cold plus 5d6 electricity plus 5d6 fire plus 5d6 poison{5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage} in a 60-foot cone (DC 48 Reflex save). It can't use Dragonstorm Breath again for 1d4 rounds.
Focused Breath Weapon (divine) — The manifestation breathes a blast of energy that deals 12d12 damage in a 90-foot line (DC 44 Reflex save). The type of damage this Breath Weapon deals can be 12d12 acid{acid}, 12d12 cold{cold}, 12d12 electricity{electricity}, 12d12 fire{fire}, or 12d12 poison{poison}, as chosen by the manifestation when it attacks. The manifestation can't use its focused Breath Weapon again for 2 rounds, and the next time it uses its Breath Weapon, it must deal a different type of damage than the previous usage.
Improved Grab —
Improved Push —
Divine Prepared Spells DC 48, attack +44
10th Miracle
9th Massacre, Telepathic Demand
7th Eclipse Burst, Finger of Death
6th Blade Barrier (×2), Spirit Blast
5th Abyssal Plague, Drop Dead
4th Divine Wrath
3rd Blindness, Chilling Darkness, Vampiric Touch
2nd Dispel Magic, See Invisibility
1st Command, Harm, Heal (×6), Ray of Enfeeblement (×2)
Cantrips (10th) Detect Magic, Divine Lance, Guidance, Read Aura, Shield
WORKS WELL WITH
FlankerLANDThe Flanker exploits off-guard created by the dragon's threatening aura and massive reach, capitalizing on the chaos its area damage produces.
MenderLANDThe Mender sustains the dragon through attrition, allowing it to maintain its devastating aura and zone-control presence turn after turn.
WeaverLANDForced movement pushes enemies into the dragon's damaging aura and reactive strikes, aligning the Weaver's positioning control with the Anvil's area dominance.
PUNISHES
✖ clumping✖ standing still✖ melee reliance
same-role stacking wastes the dragon's unique area-control advantage on redundant front-line capacity
Works well with · Punishes · Pairing advice
Unlock with Tactics
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