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Rune Archdragon

Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can magically empower. They typically don't cast spells themselves, instead relying on their ability to create runes on the fly to produce desired effects. A rune dragon often refers to their hoard as their library, as it's full of important historical texts, plays, speeches, textbooks, and spellbooks written by people of different cultures in a variety of languages. While they can often speak a language with the aid of magic, they much prefer to learn languages in the context of their speakers so they can grasp the nuances hidden within the syntax and the magic within their symbols.

Recall Knowledge - Dragon (Arcana): DC 51
Unspecific Lore: DC 49
Specific Lore: DC 46

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Rune ArchdragonCreature 24

Rare Gargantuan Arcane Dragon 
Source Draconic Codex pg. 98
Perception +41; darkvision, magic sense (precise) 120 feet, scent (imprecise) 120 feet
Languages Common, Draconic; all common and uncommon languages, one rare language
Skills Acrobatics +40, Arcana +46, Athletics +44, Crafting +44, Diplomacy +39, Linguistic Lore +44, Performance +41, Rune Lore +46, Society +40, Survival +40
Str +7, Dex +7, Con +8, Int +9, Wis +7, Cha +6
Magic Sense (arcane) The rune dragon is aware of any active magical abilities and effects within the listed range. When the dragon Seeks, it gains the benefits of a 4th-rank detect magic spell on the things it sees within the listed range (in addition to the normal benefits of Seeking).
Runic Scales The rune dragon's scales function as runestones. The rune dragon can't use the effects or abilities of the runes etched on its scales, but can transfer these runes to appropriate objects. Transferring a rune to or from an item in this way requires 1 minute to complete, during which the dragon is off-guard. The process is automatic and doesn't require a check, but if the dragon stops or is interrupted in this process, the rune is destroyed. A rune dragon can have any number of runes etched on its scales, though they typically have only a handful of runes etched on their scales at a time.
Items up to 3 runes of 18th level or lower etched upon their scales
AC 51; Fort +39, Ref +37, Will +41; +2 status to all saves vs. arcane
HP 490; Immunities paralyzed, Shifting Runes, sleep
Canceling Rune [reaction] (arcane) Trigger The dragon is the target of a spell that requires a saving throw; Effect The dragon attempts to unmake the spell's foundational runes. They attempt to counteract the spell (counteract rank 10, counteract modifier +42). If successful, the dragon is unaffected by the spell; other subjects are affected by the spell normally. The dragon can't use canceling rune again for 1d4 rounds.Retributive Rune [reaction] Trigger A creature within 15 feet damages the rune dragon; Effect With a burst of runic magic, the rune dragon creates a detonating rune on the triggering creature and immediately causes it to detonate if it didn't automatically do so. The rune dragon gains an additional reaction at the beginning of each of their turns that they can use only for a Retributive Rune.
Speed 100 feet, fly 200 feet
Melee [one-action] jaws +43 [+38/+33] (magical, reach 15 feet), Damage 4d8+2+15 piercing plus detonating runeMelee [one-action] claw +43 [+39/+35] (agile, magical, reach 10 feet), Damage 4d6+2+15 slashing plus detonating runeMelee [one-action] tail +41 [+36/+31] (magical, reach 20 feet), Damage 4d10+2+15 bludgeoning plus Improved Push 20 feetDetonating Rune The rune dragon's Strikes and abilities can leave a detonating rune on their targets. If a creature would receive a detonating rune while they already have one, instead of adding another rune, their current detonating rune activates, dealing 8d6 damage to the target and expending the rune. The detonating rune's damage type matches the dragon's current Shifting Rune. A creature can use an Interact action to remove the rune. Detonating runes fade after 1 minute if not detonated.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum The dragon recharges their Runic Breath whenever they score a critical hit with a Strike.Entangling Rune [one-action] (arcane) The rune dragon creates large trapping runes in 3 non-overlapping 15-foot bursts within 60 feet. Creatures other than the dragon that enter a trapped space or end their turn in the trapped space activate the rune, causing it to entangle the creature. The creature must attempt a DC 48 Reflex save or become immobilized for 1 minute or until it Escapes. The rune can only trap a single creature at a time. The rune vanishes either when a creature succeeds against the rune, when a creature successfully Escapes the rune, or after 1 minute. A creature adjacent to the rune can use an Interact action to remove the rune.Runic Breath [two-actions] (arcane) The dragon launches hundreds of exploding runes that detonate upon impact, dealing 20d6 damage in a 60-foot cone (DC 48 basic Reflex save). The damage type of this ability is determined by Shifting Rune. Creatures that take damage from the breath also gain a detonating rune. The dragon can't use Runic Breath again for 1d4 rounds.Shifting Runes [one-action] Effect The rune dragon chooses between acid, cold, electricity, fire, or sonic damage. The runes etched upon the dragon shift, forming runes of that energy on their scales. The dragon gains immunity to that damage type, and their detonating runes and Runic Breath deal that damage type. Anyone trained in Arcana can immediately recognize the energy type of the etched rune without a check.Trail of Runes [two-actions] (arcane) The rune dragon Strides, leaving behind a collection of runes wherever it steps. The dragon chooses to leave behind either detonating runes or entangling runes. Every space that the dragon moves through, including spaces occupied by creatures, gains a rune. These runes automatically activate when a creature other than the rune dragon enters the space or ends its turn in the space. The runes can otherwise be removed or vanish like normal.

All Monsters in "Dragon, Rune"

NameLevel
Rune Archdragon23

Dragon, Rune

Source Monster Core 2 pg. 131
Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can magically empower. They typically don't cast spells themselves, instead relying on their ability to create runes on the fly to produce desired effects. A rune dragon often refers to their hoard as their library, as it's full of important historical texts, plays, speeches, textbooks, and spellbooks written by people of different cultures in a variety of languages. While they can often speak a language with the aid of magic, they much prefer to learn languages in the context of their speakers so they can grasp the nuances hidden within the syntax and the magic within their symbols.

Dragon

Related Groups Dragon, Adamantine, Dragon, Barrage, Dragon, Bog, Dragon, Brine, Dragon, Cinder, Dragon, Cloud, Dragon, Conspirator, Dragon, Coral, Dragon, Crystal, Dragon, Delight, Dragon, Despair, Dragon, Diabolic, Dragon, Empyreal, Dragon, Executor, Dragon, Forest, Dragon, Fortune, Dragon, Horned, Dragon, Magma, Dragon, Mirage, Dragon, Mocking, Dragon, Oath, Dragon, Omen, Dragon, Phase, Dragon, Requiem, Dragon, Resurrection, Dragon, Rime, Dragon, Sage, Dragon, Sea, Dragon, Sky, Dragon, Sovereign, Dragon, Stormcrown, Dragon, Time, Dragon, Umbral, Dragon, Underworld, Dragon, Vizier, Dragon, Vorpal, Dragon, Wailing, Dragon, Whisper, Dragon, Wish, Dragonet, Wyrmwraith
Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.

Draconic Spellcasters

Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.

No Icon Alternate Abilities

Many rune dragons find alternative ways to utilize their mastery of runes. Any one of the following abilities can be mastered by rune dragons. Remove Entangling Rune and replace it with one of the following.

Adult Rune Dragon:

Runic Jail [one-action] (arcane) The rune dragon conjures a prison that promises pain to those within and those who try to escape. The dragon creates a runic jail in a 10-foot burst up to 60 feet away. The area is difficult terrain and creatures outside the jail become concealed to creatures within it. If a creature uses a move action to leave the runic jail, they gain a detonating rune. The runic jail lasts for 1 round, but a creature adjacent to the jail, but not within it, can use an Interact action to remove the rune early.

Catalyzing Rune [one-action] (arcane) The dragon creates a highly reactive rune in a 30-foot burst up to 60 feet away. Whenever a creature takes damage from a detonating rune while within the area, all other creatures in the area take the damage of the detonating rune (basic Reflex save DC 34). The Catalyzing Rune lasts for 1 minute but can be removed if creatures adjacent to the rune spend two Interact actions.

Ancient Rune Dragon:

Runic Jail [one-action] (arcane) As adult rune dragon, but the area is a 20-foot burst.

Catalyzing Rune [one-action] (arcane) As adult rune dragon, but the area is a 40-foot burst and the DC is 41.

Rune Archdragon:

Runic Jail [one-action] (arcane) As adult rune dragon, but the area is a 30-foot burst.

Catalyzing Rune [one-action] (arcane) As adult rune dragon, but the area is a 60-foot burst and the DC is 46.