← Bestiary index

Phase Dragon (Young, Spellcaster)

Creature 9 — arcane, dragon

WeaverSnareLANDAERIALdragonarcaneforce

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 +20; darkvision, scent (imprecise) 60 feet
Languages common, draconic
Skills acrobatics +19, arcana +20, athletics +17, diplomacy +18, Lore (any two specific locations) +22, nature +17, occultism +18, religion +17
Str
+4
Dex
+5
Con
+3
Int
+6
Wis
+5
Cha
+4
AC 27 Fort +15 Ref +20 Will +19
HP 120
Immunities immobilized, paralyzed, sleep
Speed 40 feet, fly 120 feet

Offense

Melee Jaws (magical, reach-10) +20, Damage 2d12+8 piercing
Melee Claw (agile, magical) +20, Damage 2d8+8 slashing
Melee Tail (magical, reach-15) +18, Damage 2d10+8 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 5th, counteract modifier +20). 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 8d6 force damage in a 30-foot cone (DC 28 Reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 30 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 60 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.
Arcane Prepared Spells DC 28, attack +20
4th Liminal Doorway, Unfettered Movement
3rd Clairaudience, Haste, Safe Passage
2nd Blur, Dispel Magic, Humanoid Form
1st Ant Haul, Force Barrage, Tailwind
Cantrips (4th) Detect Magic, Figment, Message, Read Aura, Telekinetic Projectile
Arcane Innate Spells DC 28, attack +20
4th Flicker, Translocate, Translocate (At Will)
Cantrips (4th) Detect Magic, Know the Way, Read Aura

WORKS WELL WITH

AnvilLAND / AERIALA durable front-liner keeps the dragon from being closed on to melee range between Phase Jump teleports.
CrasherLAND / AERIALA heavy striker punishes a target that Dislocating Breath has teleported away from its support, isolating it for a finishing blow.
FlankerLAND / AERIALA mobile skirmisher exploits the positioning chaos left behind when the breath scatters a clumped party.

PUNISHES

✖ clumping✖ melee reliance✖ low Reflex
Works well with · Punishes · Pairing advice Unlock with Tactics

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

Full licenses · Privacy · Terms · Walkthrough

Run Phase Dragon (Young, Spellcaster) in the encounter builder — free, no install.

Open in PathfinderGM →