Dragon, Imperial, Sky, Ancient
Description
Benevolent and noble, sky dragons, or tienlungs, are fearsome champions of good and protectors of those in need. They are often sought out for their wise council, which they grant only to the deserving and true.
Combat Stats
- Melee
- bite +33 (4d6+18/19-20), 2 claws +32 (2d8+12), gore +32 (2d8+18), tail slap +30 (2d8+18)
- Space
- 20 ft.
- Reach
- 15 ft. (20 ft. with bite and gore)
- DR
- 15/magic
- SR
- 29
Ability Scores
Special Attacks
breath weapon (60-ft. cone, 20d8 electricity, DC 29) crush (DC 29; 4d6+18)
grounding breath
primal lightning
tail sweep (DC 29; 2d6+18)
Special Qualities
borne aloft
Feats
Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus (bite)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
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.
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
The creature's secondary attacks with natural weapons take only a –2 penalty.
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 +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.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Acrobatics +22 (+26 when jumping), Appraise +33, Diplomacy +33, Fly +27, Heal +33, Knowledge (arcana) +33, Knowledge (geography) +33, Knowledge (planes) +33, Knowledge (religion) +33, Perception +39, Perform (sing) +30, Sense Motive +33, Spellcraft +33, Use Magic Device +23
Spells
- Type
- Dragon
- Alignment
- LG
- Size
- Gargantuan
- Senses
- cloudsight, dragon senses; Perception +39
- Languages
- Auran, Celestial, Common, Draconic, Elven, Gnome, Infernal, Sylvan
- Source
- Bestiary 3