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Phase Dragon (Adult, Spellcaster)

Creature 13 — arcane, dragon

CrasherShadeLANDAERIALdragonarcaneforce

No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning magic. Explorers and scholars, phase dragons move about at will, discovering new locales and the arcane secrets of teleportation. They frequently establish multiple lairs in far-flung places they repeatedly visit. Beyond the typical wealth found in lairs, phase dragons tend to keep items of sentimental value from their travels, such as a particular

Source: pathfinder-monster-core-2

Perception +25; darkvision, scent (imprecise) 60 feet
Languages common, draconic
Skills acrobatics +26, arcana +27, athletics +24, diplomacy +25, Lore (any three specific locations) +25, nature +23, occultism +25, religion +23
Str
+5
Dex
+7
Con
+3
Int
+8
Wis
+6
Cha
+5
AC 33 Fort +20 Ref +25 Will +24
HP 180
Immunities immobilized, paralyzed, sleep
Speed 40 feet, fly 120 feet

Offense

Melee Jaws (magical, reach-15) +26, Damage 3d12+12 piercing
Melee Claw (agile, magical, reach-10) +26, Damage 3d8+12 slashing
Melee Tail (magical, reach-10) +24, Damage 3d10+12 bludgeoning

Abilities

+2 Status to All Saves vs. Arcane
Shoo! (arcane, teleportation) —
Unerring Location — The dragon automatically attempts to counteract any teleportation effect that targets them (counteract rank 7th, counteract modifier +25). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally.
Dislocating Breath (arcane, teleportation) — The dragon exhales a swirl of energy that pulls creatures apart, dealing 12d6 force damage in a 40-foot cone (DC 33 Reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 40 feet (or twice as far on a critical failure) in any direction. The destination must be on the ground and in a space with no hazards. The dragon can't use Dislocating Breath again for 1d4 rounds.
Phase Jump (arcane, concentrate, teleportation) — Frequency once per round
Effect The dragon teleports up to 75 feet. If they are airborne, they maintain their momentum, and do not fall at the end of their turn, even if they didn't use an action to Fly.
Portal Strike (arcane, concentrate, manipulate, teleportation) — The dragon momentarily opens a small portal and makes a claw Strike against a creature within 75 feet. The target is Off-Guard to the Strike.
Arcane Prepared Spells DC 33, attack +25
6th Scrying, Wall of Force
5th Banishment, Sending
4th Liminal Doorway, Mirage, Unfettered Movement
3rd Clairaudience, Haste, Safe Passage
2nd Blur, Dispel Magic (×2), Humanoid Form
1st Ant Haul, Force Barrage, Tailwind
Cantrips (6th) Detect Magic, Figment, Message, Read Aura, Telekinetic Projectile
Arcane Innate Spells DC 33, attack +25
6th Teleport
4th Flicker, Translocate, Translocate (At Will)
Cantrips (6th) Detect Magic, Know the Way (Constant), Read Aura

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline occupies the party's attention while the dragon phases in for Portal Strike from well outside their reach.
SnareLAND / AERIALA controller that prevents repositioning keeps foes inside the Dislocating Breath cone once they are already caught by it.
WeaverLAND / AERIALA caster debuffing Reflex saves increases how many foes get scattered and teleported by the cone breath.

PUNISHES

✖ reliance on teleport escape✖ clumping✖ low Reflex✖ predictable positioning
Stacking teleport-counteracting effects against a single escape-focused enemy is redundant since this dragon already neutralizes most teleport tricks.
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 2.

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