Library / Bestiary

Dragon, Outer, Lunar, Young

CR 9.00 Dragon CN Large
STR
21
DEX
11
CON
16
INT
16
WIS
18
CHA
17
HP
105 (10d12+40)
AC
21, touch 9, flat-footed 21 (+12 natural, –1 size)
Speed
40 ft., burrow 20 ft., fly 200 ft. (poor)
Init
+0
Melee
bite +14 (2d6+7), 2 claws +14 (1d8+5), 2 wings +12 (1d6+2), tail slap +12 (1d8+7)
Space
10 ft.
Reach
5 ft. (10 ft. with bite)
BAB
+10
CMB
+16
CMD
26 (30 vs. trip)
Fort
+10
Ref
+7
Will
+11
Defensive Abilities
reflected light

bewildering breath

breath weapon (80-ft. line, 6d8 cold, DC 18)

moonsilver

no breath

starflight

Flyby Attack, Multiattack, Power Attack, Step Up, Toughness

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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.</p>

Step Up from Feat

<p class="stat-block-1"> Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.</p>

Toughness from Feat

<p class="stat-block-1"> 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).</p>

Diplomacy +16, Fly +7, Intimidate +16, Knowledge (arcana, geography, history, local, nature) +10, Perception +17, Sense Motive +17, Spellcraft +16, Use Magic Device +16

spell-like abilities:
At will—Dancing Lights
sorcerer spells known:
1st (4/day)—Comprehend Languages, 1st (4/day)—Mage Armor, At will—Detect Magic, At will—Light, At will—Mage Hand, At will—Read Magic
Details
Type
Dragon
Alignment
CN
Size
Large
Senses
dragon senses, see in darkness; Perception +17
Languages
Aklo, Auran, Common, Draconic
Source
Bestiary 4
Sources Used in This Record
10 House/Core
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Step Up (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dancing Lights (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Comprehend Languages (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mage Armor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Light (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mage Hand (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Read Magic (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.