Dragon, Outer, Void, Ancient
Description
Void dragons have been tainted by long exposure to the terrible alien entities that dwell in deep space. Though some continue to struggle against the inevitable tide of annihilation, many have embraced the encroaching void and exist only to feed and destroy.
Combat Stats
- Melee
- bite +33 (4d6+18/19–20 plus obliterate), 2 claws +32 (2d8+12), 2 wings +30 (2d6+6), tail slap +30 (2d8+18)
- Space
- 20 ft.
- Reach
- 15 ft. (20 ft. with bite)
- DR
- 15/magic
- SR
- 29
- Aura
- alien presence (300 ft., DC 29)
Ability Scores
Special Attacks
breath weapon (60-ft. Cone, 20d8 cold, DC 29)
crush
obliterate (DC 29)
suffocating breath (DC 29)
tail sweep
void gaze (DC 29)
Special Qualities
Feats
Combat Casting, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Quicken Spell, Skill Focus (Perception), Weapon Focus (bite), Wingover
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
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.
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.
A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
When using the weapon you selected, your threat range is doubled.
The creature's secondary attacks with natural weapons take only a –2 penalty.
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
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
Acrobatics +24, Appraise +16, Bluff +34, Diplomacy +25, Fly +25, Intimidate +34, Knowledge (arcana, planes, religion) +34, Perception +38, Sense Motive +32, Spellcraft +34, Stealth +15, Survival +20, Use Magic Device +25
Spells
- Type
- Dragon
- Alignment
- NE
- Size
- Gargantuan
- Senses
- dragon senses, see in darkness; Perception +38
- Aura
- alien presence (300 ft., DC 29)
- Languages
- Abyssal, Aklo, Auran, Celestial, Draconic, Ignan, Infernal, Terran
- Source
- Bestiary 4