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Mengkare

Creature 23 (unique) — dragon, fire

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDAERIALAQUATICdragonfire

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +40; darkvision, scent (imprecise) 120 feet
Languages common, diabolic, draconic, dwarven, elven, fey, gnomish, utopian
Skills acrobatics +32, arcana +38, athletics +36, diplomacy +43, intimidation +43, medicine +36, nature +32, occultism +38, society +43
Str
+11
Dex
+5
Con
+9
Int
+8
Wis
+7
Cha
+7
AC 50 Fort +37 Ref +34 Will +42 +2 status to all saves vs. magic
HP 575
Immunities fire, paralyzed, sleep
Weaknesses cold 25
Speed 60 feet, fly 200 feet, swim 60 feet

Offense

Melee Jaws (fire, magical, reach-20, unarmed) +42, Damage 6d12+11 piercing plus 4d6 fire
Melee Claw (agile, magical, reach-15, unarmed) +42, Damage 6d10+11 slashing
Melee Tail (magical, reach-25) +40, Damage 6d10+11 slashing
Melee Horns (agile, magical, reach-20) +40, Damage 5d12+11 piercing

Abilities

+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.
Contingency
Extra Reaction — Mengkare gains 2 reactions at the start of his turn each round.
Frightful Presence (aura, emotion, fear, mental) — 90 feet. DC 43 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.
Golden Luck — Mengkare can't use this ability again for 1d4 rounds.
Breath Weapon (arcane, fire) — Mengkare breathes in one of two ways. He can't use Breath Weapon again for 1d4 rounds.

Flame (arcane,evocation,fire); Mengkare breathes a blast of flame in a 80-foot cone that deals 24d6 fire damage (DC 46 Reflex save).

Weakening Gas (arcane,necromancy); The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 46 Fortitude save or become Enfeebled 4 for 1 minute (or Enfeebled 5 on a critical failure).
Change Shape (arcane, concentrate, polymorph) — Mengkare assumes a Medium humanoid form, posing as the human wizard Lamond Breachton.

The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning).

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Draconic Frenzy — Mengkare makes two claw Strikes and one horns Strike in any order
Draconic Momentum — When Mengkare scores a critical hit with a strike, he recharges his Breath Weapon.
Explosive Breath — When Mengkare uses Breath Weapon, he can expel an explosive orb of flame instead of a cone. When he does, he fires the orb at the corner of a square within 60 feet. The orb immediately detonates and deals 24d6 fire damage (DC 48 Reflex save) to all creatures within a 30-foot burst. Creatures that critically fail their save catch on fire and take 4d6 persistent fire damage.
Arcane Innate Spells DC 45, attack +42
10th Wish
9th Disjunction, Meteor Swarm, Telepathic Demand
8th Dream Council, Maze, Power Word Stun
7th Dimensional Lock, Plane Shift
6th Dominate, True Seeing, Wall of Force
5th Chromatic Wall, Mind Probe, Sending
4th Creation, Dimension Door, Suggestion
3rd Dream Message, Locate, Slow
2nd Comprehend Language, Invisibility, Water Breathing
1st Charm, Magic Missile, Unseen Servant
Cantrips (10th) Daze, Detect Magic, Forbidding Ward, Prestidigitation, Read Aura

WORKS WELL WITH

FlankerLANDThe Flanker capitalizes on off-guard created by the Anvil's threatening reach while the dragon locks enemies in engagement range, solving the positioning tension between the two roles.
WeaverLANDForced movement from the Weaver feeds the Anvil's reactive damage via Attack of Opportunity, aligning the Weaver's positioning control with the dragon's area dominance.
MenderLANDThe Mender sustains the front-line anchor through attrition, allowing the dragon's multiple reactions to continue controlling the engagement tempo.

PUNISHES

✖ clumping✖ standing still
same-role stacking wastes the action-economy advantage of the dragon's multiple reactions
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 #150: Broken Promises.

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