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Phase Archdragon

No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning magic. Explorers and scholars, phase dragons move about at will, discovering new locales and the arcane secrets of teleportation. They frequently establish multiple lairs in far-flung places they repeatedly visit. Beyond the typical wealth found in lairs, phase dragons tend to keep items of sentimental value from their travels, such as a particularly rare flower from the region or a piece by a local artist.

Recall Knowledge - Dragon (Arcana): DC 49
Unspecific Lore: DC 47
Specific Lore: DC 44

Elite | Normal | Weak
Proficiency without Level

Phase ArchdragonCreature 22

Rare Gargantuan Arcane Dragon 
Source Draconic Codex pg. 86
Perception +38; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Acrobatics +41, Arcana +42, Athletics +38, Diplomacy +40, Lore +44 (any six specific locations), Nature +37, Occultism +40, Religion +37
Str +7, Dex +9, Con +5, Int +10, Wis +8, Cha +7
AC 47; Fort +33, Ref +38, Will +37; +2 status to all saves vs. arcane
HP 300; Immunities immobilized, paralyzed, sleep
Unerring Location The dragon automatically attempts to counteract any teleportation effect that targets them (counteract rank 10, counteract modifier +37). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally.Redirect [reaction] (arcane, teleportation) Trigger A creature within 100 feet casts a teleportation spell or uses a teleportation effect to appear within 100 feet; Effect The dragon determines the destination of the spell or effect. It must be within 100 feet of the dragon and in the spell's range, on the ground, and in a space with no hazards.Shoo! [reaction] (arcane, teleportation) Trigger An enemy within 15 feet damages the dragon; Effect The dragon teleports the creature up to 45 feet away. The destination must be on the ground and in a space with no hazards.
Speed 70 feet, fly 210 feet
Melee [one-action] jaws +40 [+35/+30] (magical, reach 15 feet), Damage 4d12+17 piercingMelee [one-action] claw +40 [+36/+32] (agile, magical, reach 10 feet), Damage 4d8+17 slashingMelee [one-action] tail +38 [+33/+28] (magical, reach 20 feet), Damage 4d10+17 bludgeoningArcane Innate Spells DC 45; 10th gate; 8th quandary (×2); 7th interplanar teleport, planar seal; 6th teleport; 5th translocate; 4th flicker, planar tether, translocate (at will); Cantrips (10th) detect magic, read aura; Constant (7th) know the way
Rituals DC 45; 7th gathering call (doesn't require secondary casters), teleportation circle (doesn't require secondary casters)
Blinking Barrage [three-actions] (arcane, concentrate, teleportation) The dragon channels all their teleportation prowess into a remarkable series of blows. The dragon teleports up to 70 feet to a space adjacent to a creature and makes a claw Strike against that creature. The dragon can do this any number of times, teleporting to a different creature each time. Each attack counts toward their multiple attack penalty, but the penalty does not increase until all attacks have been made. The dragon cannot take actions with the teleportation trait again until the end of their next turn.Dislocating Breath [two-actions] (arcane, teleportation) The dragon exhales a swirl of energy that pulls creatures apart, dealing 21d6 force damage in a 60-foot cone (DC 45 basic Reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 60 feet (or twice as far on a critical failure) in any direction. The destination must be on the ground and in a space with no hazards. The dragon can't use Dislocating Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Dislocating Breath or regain an expended teleportation spell.Phase Jump [one-action] (arcane, concentrate, teleportation) Frequency once per round; Effect The dragon teleports up to 120 feet. If they are airborne, they maintain their momentum, and do not fall at the end of their turn, even if they didn't use an action to Fly.Portal Strike [two-actions] (arcane, concentrate, manipulate, teleportation) The dragon momentarily opens a small portal, and makes a claw Strike against a creature within 120 feet. The target is off-guard to the Strike.

All Monsters in "Dragon, Phase"

NameLevel
Phase Archdragon22

Dragon, Phase

Source Monster Core 2 pg. 124
No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning magic. Explorers and scholars, phase dragons move about at will, discovering new locales and the arcane secrets of teleportation. They frequently establish multiple lairs in far-flung places they repeatedly visit. Beyond the typical wealth found in lairs, phase dragons tend to keep items of sentimental value from their travels, such as a particularly rare flower from the region or a piece by a local artist.

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, Requiem, Dragon, Resurrection, Dragon, Rime, Dragon, Rune, 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

Some phase dragons’ mastery of teleportation manifests in different ways. You can apply the following adjustments to a phase dragon of any age.

Some phase dragons can appear to be in two places at once. To make a dragon with such an ability, remove flicker from their innate spells and replace Shoo! with either of the following.

Afterimage Jumps [one-action] (illusion, visual) Frequency once per 10 minutes; Effect The phase dragon teleports in a quick series of jumps around their own location, creating three illusory images of themself that are hard to distinguish from the real thing. Any foe targeting the phase dragon with an attack must first succeed at a DC 15 flat check. On a failure, the phase dragon isn’t affected and one of the illusory duplicates is shattered; the DC of the next flat check for Afterimage Jumps is reduced by 5. Any remaining images disappear at the start of the dragon’s next turn.

Second Glance [one-action] (illusion, spellshape, visual) If the phase dragon’s next action is to use an ability or spell with the teleportation trait, they become invisible when they arrive at their destination and leave an illusory duplicate at their initial location. The invisibility ends and the illusory duplicate disappears if the dragon takes a hostile action; if a creature interacts with the false image, including attempting to Strike it; or at the start of the dragon’s next turn, whichever comes first.

Rarely, a phase dragon can tune their forms to be slightly out of phase with reality. To make a dragon with such an ability, remove flicker from their innate spells and replace Portal Strike with the following.

Dematerialize [one-action] (concentrate, polymorph) Frequency once per hour; Effect The phase dragon becomes incorporeal, gaining the incorporeal trait, resistance to all damage (except force, ghost touch, and spirit) equal to half their level (double the resistance against non-magical damage), and immunity to precision damage. If the dragon attempts a Strike against a creature with any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2. This effect lasts for 1 minute or until the phase dragon Dismisses it.