Library / Bestiary

Dragon, Outer, Solar, Adult

CR 13.00 Dragon LN Huge
STR
28
DEX
13
CON
20
INT
19
WIS
16
CHA
21
HP
212 (17d12+102)
AC
28, touch 9, flat-footed 27 (+1 Dex, +19 natural, –2 size)
Speed
50 ft., fly 200 ft. (poor)
Init
+5
Melee
bite +24 (2d8+13), 2 claws +24 (2d6+9), tail slap +22 (2d6+13), 2 wings +22 (1d8+4)
Space
15 ft.
Reach
10 ft. (15 ft. with bite)
BAB
+17
CMB
+28
CMD
39 (43 vs. trip)
Fort
+15
Ref
+13
Will
+15
DR
5/magic
SR
24

breath weapon (100-ft. line, 12d10 fire, DC 23)

channel life (8/day)

crush

primal fire

no breath

starflight

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

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>

Quick Channel from Feat

<p class="stat-block-1"> You may channel energy as a move action by spending 2 daily uses of that ability.</p>

<p class="stat-block-1"> When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.</p>

Silent Spell from Feat

<p class="stat-block-1"> A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.</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 +25, Fly +13, Heal +21, Knowledge (arcana, history, nature, planes, religion) +24, Linguistics +9, Perception +23, Sense Motive +23

spell-like abilities:
At will—Cup Of Dust, At will—Detect Magic, At will—Searing Light
sorcerer spells known:
3rd (5/day)—Dispel Magic, 3rd (5/day)—Tongues, 2nd (7/day)—Invisibility, 2nd (7/day)—Resist Energy, 2nd (7/day)—Scorching Ray, 1st (8/day)—Charm Person, 1st (8/day)—Color Spray, 1st (8/day)—Mage Armor, 1st (8/day)—Magic Missile, 1st (8/day)—Shield, At will—Bleed, At will—Detect Poison, At will—Flare, At will—Light, At will—Mage Hand, At will—Prestidigitation, At will—Read Magic
Details
Type
Dragon
Alignment
LN
Size
Huge
Senses
dragon senses, see in darkness; Perception +23
Languages
Auran, Celestial, Common, Draconic, Ignan, Sylvan, Terran
Source
Bestiary 4
Source

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
28 House/Core

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