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Phase Dragon (Young)

Creature 9 — arcane, dragon

CrasherSnareLANDAERIALdragonarcane

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.
Draconic Frenzy — The dragon makes two claw Strikes and one tail Strike in any order.
Draconic Momentum — Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Dislocating Breath or regain an expended teleportation spell.
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 Innate Spells DC 28, attack +20
4th Flicker, Translocate, Translocate (At Will)
Cantrips (4th) Detect Magic, Know the Way, Read Aura

WORKS WELL WITH

AnvilAERIALAn aerial-capable frontline holds position so this dragon's multi-attack frenzy lands reliably.
SniperLANDA ranged ally exploits targets scattered by the dragon's teleporting breath.

PUNISHES

✖ clumping✖ teleport reliance✖ melee reliance
Avoid stacking with other teleport-heavy skirmishers; overlapping mobility tricks create redundancy.
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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