Phase Dragon (Ancient, Spellcaster)
Creature 18 (uncommon) — arcane, dragon
WeaverCrasherLANDAERIALdragonarcane
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 +32; darkvision, scent (imprecise) 60 feet
Languages common, draconic
Skills acrobatics +34, arcana +35, athletics +32, diplomacy +33, Lore (any four specific locations) +33, nature +31, occultism +33, religion +31
Str
+6
Dex
+8
Con
+4
Int
+9
Wis
+7
Cha
+6
AC 41
Fort +27
Ref +32
Will +31
HP 250
Immunities immobilized, paralyzed, sleep
Speed 60 feet, fly 180 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 9th, counteract modifier +32). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally.
Blinking Barrage (arcane, concentrate, teleportation) — The dragon channels all their teleportation prowess into a remarkable series of blows. The dragon teleports up to 60 feet to a space adjacent to a creature and makes a claw Strike against that creature. The dragon can do this up to four times, teleporting to a different creature each time. Each attack counts toward their multiple attack penalty, but the penalty does not increase until all attacks have been made. The dragon cannot take actions with the teleportation trait again until the end of their next turn.
Dislocating Breath (arcane, teleportation) — The dragon exhales a swirl of energy that pulls creatures apart, dealing 17d6 force damage in a 50-foot cone (DC 40 Reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 50 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.
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 90 feet. The target is Off-Guard to the Strike.
Arcane Prepared Spells DC 40, attack +32
8th Pinpoint
7th Contingency, Energy Aegis, Retrocognition
6th Disintegrate, Scrying, Teleport, Wall of Force
5th Banishment, Sending
4th Liminal Doorway, Mirage, Unfettered Movement
3rd Clairaudience, Haste, Safe Passage
2nd Blur, Dispel Magic (×3), Humanoid Form
1st Ant Haul, Force Barrage, Tailwind
Cantrips (8th) Detect Magic, Figment, Message, Read Aura, Telekinetic Projectile
Arcane Innate Spells DC 40, attack +32
8th Quandary
7th Interplanar Teleport, Planar Seal
6th Teleport
4th Flicker, Planar Tether, Translocate, Translocate (At Will)
Cantrips (8th) Detect Magic, Know the Way (Constant), Read Aura
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline body draws Strikes while this dragon teleports around the battlefield to pick off exposed targets.
SnareLANDA controller that immobilizes a target removes its best defense against being repositioned or singled out by Portal Strike.
WeaverLAND / AERIALA caster forcing Will saves compounds the disorientation left by Dislocating Breath scattering the party out of formation.
PUNISHES
✖ static positioning✖ cover reliance✖ low mobility✖ isolated targets
Works well with · Punishes · Pairing advice
Unlock with Tactics
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