Rune Dragon (Adult, Spellcaster)
Creature 14 — arcane, dragon
SnareAnvilLANDAERIALdragonarcane
Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can magically empower. They typically don't cast spells themselves, instead relying on their ability to create runes on the fly to produce desired effects. A rune dragon often refers to their hoard as their library, as it's full of important historical texts, plays, speeches, textbooks, and spellbooks written by people of different cultures in a variety
Source: pathfinder-monster-core-2
Perception +27; darkvision, magicsense (imprecise) 60 feet, scent (imprecise) 60 feet
Languages common, draconic; Seven additional common languages
Skills acrobatics +25, arcana +29, athletics +27, crafting +27, diplomacy +25, Linguistics Lore +21, performance +27, Rune Lore +23, society +25, survival +25
Str
+6
Dex
+6
Con
+7
Int
+8
Wis
+6
Cha
+4
Items Common runes of 9th level or lower etched upon their scales
AC 36
Fort +25
Ref +23
Will +27
HP 255
Immunities paralyzed, sleep
Speed 70 feet, fly 140 feet
Offense
Melee Claw (agile, magical, reach-10) +28, Damage 3d6+14 slashing plus Detonating Rune
Melee Jaws (magical, reach-15) +28, Damage 3d8+14 piercing plus Detonating Rune
Melee Tail (magical, reach-20) +26, Damage 3d10+14 bludgeoning plus Improved Push
Abilities
Magic Sense (arcane) — The rune dragon is aware of any active magical abilities and effects within the listed range. When the dragon Seeks, it gains the benefits of a 4th-rank detect magic spell within the listed range (in addition to the normal benefits of Seeking).
Runic Scales — The rune dragon's scales function as runestones. The rune dragon can't use the effects or abilities of the runes etched on its scales, but they can transfer these runes to appropriate objects. Transferring a rune to or from an item in this way requires 1 minute, during which the dragon is Off-Guard. The process is automatic and doesn't require a check, but if the dragon stops or is interrupted in this process, the rune is destroyed. A rune dragon can have any number of runes etched on its scales, though they typically have only a handful of runes etched on their scales at a time.
+2 Status to All Saves vs. Arcane —
Canceling Rune (arcane) —
Retributive Rune —
Detonating Rune — The rune dragon's Strikes and abilities can leave a detonating rune on their targets. If a creature would receive a detonating rune while they already have one, instead of adding another rune, their current detonating rune activates, dealing 5d6 untyped damage to the target and expending the rune. The detonating rune's damage type matches the dragon's current Shifting Rune. A creature can use an Interact action to remove the rune. Detonating runes fade after 1 minute if not detonated.
Entangling Rune (arcane) — The rune dragon creates a large trapping rune in a 10-foot burst within 60 feet. A creature other than the dragon that enters a trapped area or ends their turn in the trapped area activates the rune, causing it to entangle them. That creature must succeed at a DC 34 Reflex save or become Immobilized for 1 minute or until it Escapes. The rune can trap only a single creature at a time. The rune vanishes either when a creature succeeds against the rune, when a creature successfully Escapes the rune, or after 1 minute. A creature adjacent to the rune can use an Interact action to remove the rune.
Runic Breath (arcane) — The dragon launches hundreds of exploding runes that detonate upon impact, dealing 12d6 untyped damage in a 40-foot cone (DC 34 Reflex save). The damage type of this ability is determined by Shifting Rune. Creatures who fail the save are also affected by detonating rune. The dragon can't use Runic Breath again for 1d4 rounds.
Shifting Runes — The rune dragon chooses between acid, cold, electricity, fire, or sonic damage. The runes etched upon the dragon shift, forming runes of that energy on its scales. The dragon gains immunity to that damage type, and their detonating runes and Runic Breath deal that damage type. Anyone trained in Arcana can immediately recognize the energy type of the etched rune without a check.
Improved Push 10 feet —
Arcane Prepared Spells DC 34, attack +26
6th Chain Lightning, Scrying, Wall of Force
5th Howling Blizzard, Imaginary Lockbox, Truespeech
4th Wall of Fire
3rd Fireball, Gravity Well, Veil of Privacy
2nd Blur, Dispel Magic, Embed Message, Translate (×2)
1st Alarm, Fear, Gust of Wind
Cantrips (6th) Detect Magic, Ignition, Message, Sigil, Telekinetic Hand
WORKS WELL WITH
CrasherLAND / AERIALA bursting striker detonates marked targets that have been clustered by the trapping runes before they can spread out.
SniperLAND / AERIALA ranged attacker keeps pressuring targets stuck in difficult terrain from a safe distance.
WeaverLAND / AERIALA spellcaster's own area control complements the runic traps, forcing harder movement choices each round.
PUNISHES
✖ clumping✖ melee reliance✖ low Reflex
Avoid stacking with another Snare; overlapping zone-control abilities compete for the same limited battlefield space.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Rune Dragon (Adult, Spellcaster) in the encounter builder — free, no install.
Open in PathfinderGM →