Dragon, Metallic, Copper, Ancient
Description
This whimsical dragon spends most of its time in combat trying to annoy and frustrate its enemies.
Combat Stats
- Melee
- bite +32 (2d8+16/19-20), 2 claws +32 (2d6+11/19-20), 2 wings +27 (1d8+5), tail slap +27 (2d6+16)
- Space
- 15 ft.
- Reach
- 10 ft. (15 ft. with bite)
- DR
- 15/magic
- SR
- 28
- Defensive Abilities
- uncanny dodge
- Aura
- frightful presence (300 ft., DC 27), slow
Ability Scores
Special Attacks
Special Qualities
trap master
Feats
Combat Expertise, Greater Trip, Improved Critical (bite, claw), Improved Disarm, Improved Initiative, Improved Trip, Improved Vital Strike, Power Attack, Quicken Spell, Spell Focus (illusion), Vital Strike
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
When using the weapon you selected, your threat range is doubled.
You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
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.
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.
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.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
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.
Skills
Bluff +32, Craft (traps) +42, Diplomacy +32, Fly +18, Knowledge (geography) +32, Knowledge (history) +32, Perception +32, Perform (comedy) +29, Sense Motive +32, Spellcraft +32, Stealth +18, Use Magic Device +32
Spells
- Type
- Dragon
- Alignment
- CG
- Size
- Huge
- Senses
- dragon senses; Perception +32
- Aura
- frightful presence (300 ft., DC 27), slow
- Languages
- Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling
- Source
- Bestiary