Dragon, Outer, Lunar, Ancient
Description
Lunar dragons frequently interact with mortals, spending long hours watching the activities occurring on planets that interest them.
Combat Stats
- Melee
- bite +32 (4d6+18), 2 claws +32 (2d8+12), 2 wings +30 (2d8+6), tail slap +30 (2d8+18)
- Space
- 20 ft.
- Reach
- 15 ft. (20 ft. with bite)
- DR
- 15/magic
- SR
- 29
- Defensive Abilities
- reflect rays, reflected light
- Aura
- alien presence (300 ft., DC 29)
Ability Scores
Special Attacks
Special Qualities
Feats
Arcane Strike, Combat Casting, Dazing Assault, Flyby Attack, Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell-Like Ability (moonstruck), Toughness, Vital Strike, Wingover
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
The creature's secondary attacks with natural weapons take only a –2 penalty.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Skills
Bluff +34, Diplomacy +34, Fly +11, Intimidate +34, Knowledge (arcana, geography, history, local, nature, planes) +30, Perception +35, Sense Motive +35, Spellcraft +34, Use Magic Device +34
Spells
- Type
- Dragon
- Alignment
- CN
- Size
- Gargantuan
- Senses
- dragon senses, see in darkness; Perception +35
- Aura
- alien presence (300 ft., DC 29)
- Languages
- Aklo, Aquan, Auran, Common, Draconic, Ignan, Terran
- Source
- Bestiary 4