Library / Bestiary

Guardian Dragon

CR 24.00 Dragon N Gargantuan HD 26
This immense dragon coils its long, serpentine body beneath spreading wings, its eyes glittering like burnished gold.

A guardian dragon is an immense, serpentine dragon created by a deity to hide and guard a fabulous, legendary treasure. Spiriting its charge away to the farthest ends of the earth and beyond, the dragon maintains its eternal vigil surrounded by a garden, a labyrinth, a palace, or something uncanny, either building such a place itself or occupying a structure crafted for it by the deity.

Over time, the guardian dragon enhances the defenses around its lair. As most guardian dragons have been protecting the same item for decades or centuries, a typical guardian dragon's lair is full of natural hazards and stocked with a variety of lesser mythic and non-mythic opponents that add to the lair's defenses.

A mortal hero might brave the dangers of such a lair, seeking the dragon's prize, but the guardian's thirst for vengeance when recovering its charge is unending. The dragon considers any theft of its possessions an affront to its honor, and takes such an offense personally. With magic that allows it to find any creature at any distance, the dragon is relentless in pursuit of its lost items. Many enterprising thieves have escaped with a treasure, only to be located days or weeks later, killed, and dragged back to the dragon's lair with the stolen items.

Because of its many victories over thieves and dragonslayers, a guardian dragon is usually in possession of a large collection of magic items, and it doesn't hesitate to make use of rings, scrolls, wands, and other items to protect itself or fortify its lair—or for instructing its lesser guardians on how to use these items. A guardian dragon might be willing to trade items it can't use for something more suitable, as long as the other party makes no attempt to take anything without permission (especially its charge, but it considers any theft reprehensible).

A guardian dragon is 50 feet long when fully uncoiled and weighs 7 tons.

HP
529 (26d12+360)
AC
44, touch 7, flat-footed 43 (+6 armor, +1 Dex, +31 natural, –4 size)
Init
+15M
Speed
50 ft., climb 30 ft., fly 200 ft. (average), swim 30 ft.
Fort
+25
Ref
+16
Will
+24
BAB
+26
CMB
+44 (+48 grapple)
CMD
51 (55 vs. grapple, can't be tripped)
Melee
2 claws +36 (2d8+14), bite +36 (4d6+21 plus grab and poison), 2 wings +34 (2d6+7), tail slap +34 (2d8+21 plus grab)
Space
20 ft.
Reach
15 ft. (20 ft. with bite)
DR
15/epic and magic
SR
35
Defensive Abilities
fortification (50%), poisonous blood (dragon bile), unstoppable
Aura
frightful presence (300 ft., DC 30), security (1,000 ft.)
Racial Modifiers
+8 Knowledge (geography), +8 Perception, +8 Stealth, +8 Survival
str
38
+14
dex
13
+1
con
30
+10
int
15
+2
wis
24
+7
cha
25
+7

Agonizing Venom — Any creature failing its saving throw against the dragon's breath weapon, poison, or poisonous blood is sickened with pain for 1 minute. A second, third, and fourth failed saving throw mean the creature is also staggered for 1 minute, nauseated for 1 minute, and helpless for 1 minute, respectively. This is a pain effect. If the dragon expends one use of mythic power when poisoning a creature, the dragon's breath weapon and poison overcome any poison immunity the target has.

breath weapon (60-ft. cone, 2d4 Con damage from poison, Fortitude DC 33 half, usable every 1d4 rounds)

constrict (2d8+21)

fast swallow

Lingering Poisonous Cloud — The guardian dragon can expend one use of mythic power when it uses its breath weapon to have the cloud remain for 10 rounds, functioning as cloudkill. The dragon can expend one additional use of mythic power for this to function as mythic cloudkill.

mythic power (10/day, surge +1d12)

Poison — Bite or swallow whole—injury; save Fort DC 33; frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Con; cure 2 consecutive saves.

swallow whole (6d6 bludgeoning damage plus poison, AC 25, 52 hp)

amphibious

Heroic Challenge — Once per day, a guardian dragon can give a non-mythic creature the agile, arcane, divine, invincible, or savage mythic template (Pathfinder RPG Mythic Adventures 224). The dragon must expend a number of uses of mythic power equal to the amount the target creature's CR increases. The creature isn't under the dragon's control, but won't willingly attack the dragon unless magically forced to do so. Alternatively, the dragon can expend one use of mythic power to create difficult terrain in a 100-foot-radius burst; the type of difficult terrain is appropriate to the area (mud in plains, rubble in mountains, and so on). The effects of this ability persist as long as the dragon remains within 10 miles of the affected creature or area.

mythic immortality

recuperation

Secret Lair — A guardian dragon can spend 1 hour concentrating to create a labyrinthine extradimensional lair for itself and whatever it is guarding. This functions like greater create demiplane (Pathfinder RPG Ultimate Magic 213) and creates a demiplane with the morphic, portal, shape, and structure properties. The demiplane is approximately a 500-foot-diameter sphere, and the dragon usually fills it with a maze of corridors (most of which are large enough for the Gargantuan dragon to move through) to confuse and delay invaders intent on stealing its treasure. The demiplane's portal is connected to a spot in the dragon's hidden lair, and over time the dragon usually brings guardian creatures from the Material Plane to add to the demiplane's defenses. The dragon can have only one demiplane active at a time, and the demiplane dissolves 10d10 minutes after the dragon leaves, so the dragon leaves only for a few minutes at a time or if its treasure has been stolen.

Vengeful Seeker — A guardian dragon gains the swift tracker and quarry abilities of a ranger when tracking or hunting any creature that has confirmed a critical hit against it, penetrated its spell resistance, or taken any amount of its treasure. Any divination spell-like ability a guardian dragon uses to locate such a creature or its treasure counts as the mythic version of the spell, if appropriate.

Universal Monster Rules

Grab
Grab (tail slap) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (2d8+21) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Fast Swallow Ex from Universal Monster Rule
The creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn.
Swallow Whole (6d6 bludgeoning damage plus poison, AC 25, 52 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Breath Weapon (60-ft. cone, 2d4 Con damage from poison, Fortitude DC 33 half, usable every 1d4 rounds) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Poison Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Agonizing Venom from text
Any creature failing its saving throw against the dragon's breath weapon, poison, or poisonous blood is sickened with pain for 1 minute. A second, third, and fourth failed saving throw mean the creature is also staggered for 1 minute, nauseated for 1 minute, and helpless for 1 minute, respectively. This is a pain effect. If the dragon expends one use of mythic power when poisoning a creature, the dragon's breath weapon and poison overcome any poison immunity the target has.
Fortification (50%) from text
Heroic Challenge from text
Once per day, a guardian dragon can give a non-mythic creature the agile, arcane, divine, invincible, or savage mythic template (Pathfinder RPG Mythic Adventures 224). The dragon must expend a number of uses of mythic power equal to the amount the target creature's CR increases. The creature isn't under the dragon's control, but won't willingly attack the dragon unless magically forced to do so. Alternatively, the dragon can expend one use of mythic power to create difficult terrain in a 100-foot-radius burst; the type of difficult terrain is appropriate to the area (mud in plains, rubble in mountains, and so on). The effects of this ability persist as long as the dragon remains within 10 miles of the affected creature or area.
Lingering Poisonous Cloud from text
The guardian dragon can expend one use of mythic power when it uses its breath weapon to have the cloud remain for 10 rounds, functioning as cloudkill. The dragon can expend one additional use of mythic power for this to function as mythic cloudkill.
Mythic Immortality from text
Mythic Power (10/day, surge +1d12) from text
Poisonous Blood (dragon bile) from text
Recuperation from text
Secret Lair from text
A guardian dragon can spend 1 hour concentrating to create a labyrinthine extradimensional lair for itself and whatever it is guarding. This functions like greater create demiplane (Pathfinder RPG Ultimate Magic 213) and creates a demiplane with the morphic, portal, shape, and structure properties. The demiplane is approximately a 500-foot-diameter sphere, and the dragon usually fills it with a maze of corridors (most of which are large enough for the Gargantuan dragon to move through) to confuse and delay invaders intent on stealing its treasure. The demiplane's portal is connected to a spot in the dragon's hidden lair, and over time the dragon usually brings guardian creatures from the Material Plane to add to the demiplane's defenses. The dragon can have only one demiplane active at a time, and the demiplane dissolves 10d10 minutes after the dragon leaves, so the dragon leaves only for a few minutes at a time or if its treasure has been stolen.
Unstoppable from text
Vengeful Seeker from text
A guardian dragon gains the swift tracker and quarry abilities of a ranger when tracking or hunting any creature that has confirmed a critical hit against it, penetrated its spell resistance, or taken any amount of its treasure. Any divination spell-like ability a guardian dragon uses to locate such a creature or its treasure counts as the mythic version of the spell, if appropriate.

Feats, Traits & Items

Blinding Critical from Feat

Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Cleave, Mythic from Feat

Whenever you use Cleave or Great Cleave, one of your attacks can be made against a foe that is within your reach, but not adjacent to the foe you attacked. You can expend one use of mythic power when you use Cleave or Great Cleave to continue making attacks against foes within your reach, regardless of their position, as long as you continue to hit each foe. You can't use this ability to attack a foe more than once per round.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls

You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and take the worse result when determining critical hit negation.

Death from Above from Feat

Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.

Situational: in place of charge and higher-ground bonuses, when charging an opponent from higher ground or from above while flying: +5 untyped attack rolls
Flyby Attack from Feat

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.

Great Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Hover from Feat

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).

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Iron Will, Mythic from Feat

Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.

Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

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.

When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.

You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Stunning Critical from Feat

Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Climb +38, Fly +11, Intimidate +36, Knowledge (geography) +26, Knowledge (local, religion) +18, Perception +44, Sense Motive +36, Spellcraft +18, Stealth +13, Survival +44, Swim +22, Use Magic Device +23

spell-like abilities:
Constant—Detect Magic, Constant—Detect Scrying, At will—Discern Location, At will—False Vision, At will—Fog Cloud, At will—Dispel Magic, Greater, At will—Locate Object, At will—Persuasive Goad (DC 18), 3/day—Geas/Quest, 3/day—Leashed Shackles (DC 23), 3/day—Maze, 3/day—Plant Growth, 3/day—Spell Turning, 3/day—Wall Of Thorns, 1/day—Breath Of Life (DC 22), 1/day—Dimensional Lock, 1/day—Limited Wish (DC 24), 1/day—Mage's Disjunction (DC 26), 1/day—Plane Shift (DC 24), 1/day—Word Of Recall
Details
Type
Dragon
Alignment
N
Size
Gargantuan
Environment
any
Organization
solitary
Treasure
triple, plus one artifact or major item
Senses
blindsight 120 ft., darkvision 120 ft., detect magic, detect scrying, low-light vision, mistsight; Perception +44
Aura
frightful presence (300 ft., DC 30), security (1,000 ft.)
Languages
Abyssal, Celestial, Common, Draconic, Infernal, Sylvan
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
35 House/Core 3 Recognized publisher
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