Rune Dragon (Ancient)
Creature 19 (uncommon) — arcane, dragon
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 +34
Skills acrobatics +34, arcana +38, athletics +36, crafting +36, diplomacy +34, performance +36, society +34, survival +34
Str
+8
Dex
+8
Con
+9
Int
+10
Wis
+8
Cha
+5
AC 43
Fort +32
Ref +30
Will +34
HP 355
Immunities paralyzed, sleep
Speed 80 feet, fly 180 feet
Offense
Melee Claw +35, Damage 4d6+16 slashing
Melee Jaws +35, Damage 4d8+16 piercing
Melee Tail +33, Damage 4d10+16 bludgeoning
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 6d6 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.
Draconic Frenzy — The dragon makes two claw Strikes and one tail Strike in any order.
Draconic Momentum — The dragon recharges their Runic Breath whenever they score a critical hit with a Strike.
Entangling Rune (arcane) — The rune dragon creates a large trapping rune in a 10-foot type: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 41 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 17d6 untyped damage in a 50-foot type:cone (DC 41 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.
Trail of Runes (arcane) — The rune dragon Strides, leaving behind a collection of runes wherever it steps. The dragon chooses to leave behind either detonating runes or entangling runes. Every space that the dragon moves through, including spaces occupied by creatures, gains a rune. These runes automatically activate when a creature other than the rune dragon enters the space or ends its turn in the space. The runes can otherwise be removed or vanish like normal.
Improved Push 15 feet — Improved Push
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