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Young Phase Dragon

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 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Young Phase DragonCreature 9

Large Arcane Dragon 
Source Monster Core 2 pg. 124
Perception +11; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Acrobatics +10, Arcana +11, Athletics +8, Diplomacy +9, Lore +13 (any two specific locations), Nature +8, Occultism +9, Religion +8
Str +4, Dex +5, Con +3, Int +6, Wis +5, Cha +4
AC 18; Fort +6, Ref +11, Will +10; +2 status to all saves vs. arcane
HP 120; Immunities immobilized, paralyzed, sleep
Unerring Location The dragon automatically attempts to counteract any teleportation effect that targets them (counteract rank 5th, counteract modifier +20). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally.Shoo! [reaction] (arcane, teleportation) Trigger An enemy within 15 feet damages the dragon; Effect The dragon teleports the creature up to 15 feet away. The destination must be on the ground and in a space with no hazards.
Speed 40 feet, fly 120 feet
Melee [one-action] jaws +11 [+6/+1] (magical, reach 10 feet), Damage 2d12+8 piercingMelee [one-action] claw +11 [+7/+3] (agile, magical), Damage 2d8+8 slashingMelee [one-action] tail +9 [+4/-1] (magical, reach 15 feet), Damage 2d10+8 bludgeoningArcane Innate Spells DC 19; 5th translocate; 4th flicker, translocate (at will); Cantrips (5th) detect magic, know the way, read aura
Dislocating Breath [two-actions] (arcane, teleportation) The dragon exhales a swirl of energy that pulls creatures apart, dealing 8d6 force damage in a 30-foot cone (DC 19 basic Reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 30 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 60 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.

All Monsters in "Dragon, Phase"

NameLevel
Adult Phase Dragon13
Ancient Phase Dragon18
Phase Archdragon22
Young Phase Dragon9

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.

Sidebar - Advice and Rules Phase Dragon Spellcasters

Phase dragon spellcasters tend to cast the following spells.

Young Phase Dragon

Arcane Prepared Spells DC 28, attack +20; 4th liminal doorway, unfettered movement; 3rd clairaudience, haste, safe passage; 2nd blur, dispel magic, humanoid form; 1st ant haul, force barrage, tailwind; Cantrips (4th) detect magic, figment, message, read aura, telekinetic projectile

Adult Phase Dragon

Arcane Prepared Spells DC 33, attack +25; As young phase dragon, plus 6th scrying, wall of force; 5th banishment, dispel magic, sending; 4th mirage; Cantrips (6th) detect magic, figment, message, read aura, telekinetic projectile

Ancient Phase Dragon

Arcane Prepared Spells DC 40, attack +32; As adult phase dragon, plus 8th dispel magic, pinpoint, teleport; 7th contingency, energy aegis, retrocognition; 6th disintegrate; Cantrips (8th) detect magic, figment, message, read aura, telekinetic projectileo

Phase Archdragon

Arcane Prepared Spells DC 45, attack +37; As ancient phase dragon plus 10th freeze time, gate; 9th detonate magic, implosion, metamorphosis; Cantrips (10th) detect magic, figment, message, read aura, telekinetic projectile

Sidebar - Related Creatures Zehanlian

Early in her life in Kyonin, the young phase dragon Zehanlian became captivated by aiudaras. Now that they’re her primary interest, she relentlessly delves into the secrets of these elf gates. A cadre of assembled adventurers and staff aid her, establishing safe camps at each new destination an elf gate leads them to while she and a band of mostly elven scholars focus on her studies. Zehanlian’s travels recently brought her to the planet Castrovel, where she established a lair with easy access to the magical transit hub Telasia.

Shelyn's Corner

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