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From Pathfinder Lost Omens Draconic Codex, which isn't enabled.

Forest Archdragon

CREATURE 22

"Never pick a wildflower you have not paid for, unless you dare risk the wrath of a dragon." This saying, and its variations, reflect the trepidations continental Tian Xia holds toward the forest dragon. The botanical dragons are considered wardens over life, plants, and the element of wood. Other imperial dragons seek them for their instincts and long memory, which make forest dragons invaluable consultants and decision makers during moments of crisis.

Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood. That some forest dragons yet reside in the recently returned Eternal Forest supports this theory, though this only answers the location of origin, not how the dragons came to be. The Elemental Lord Shumunue might resemble a forest dragon, but she is not one herself, so the mystery of the dragons' progenitor remains unanswered to this day.


Perception +36; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic, Elven, Fey, Muan, Nagaji
Skills Acrobatics +38, Athletics +42, Deception +38, Intimidation +38, Nature +42, Stealth +38 (+42 in forests), Survival +40
Str +10, Dex +5, Con +8, Int +6, Wis +9, Cha +7

AC 48; Fort +36, Ref +32, Will +39; +2 status to all saves vs. magic
HP 480; Immunities paralyzed, poison, sleep, disease; Weaknesses fire 20
+2 Status to All Saves vs. Magic
Countered by Metal

If the forest dragon takes damage from a metal item or effect with the metal trait, they lose woodland passage and Vanishing Tracks until the end of their next turn.

Fed by Water (healing, primal, vitality)
Frequency once per hour
Trigger The forest dragon is targeted with a water spell or effect

Effect The forest dragon gains 60 temporary Hit Points that last for 1 minute.
Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 45 Will. Creatures with the animal, fungus, or plant trait take a –2 circumstance penalty to the save.


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.


Speed 50 feet, fly 200 feet; woodland passage
Melee Jaws +43 (magical, reach 20, unarmed), Damage 4d12+20 piercing plus 4d6 poison
Melee Claw +43 (agile, magical, reach 15, unarmed), Damage 4d8+20 slashing plus Grab
Melee Tail +41 (magical, reach 30, unarmed), Damage 4d10+20 bludgeoning plus Grab
Primal Innate Spells DC 45, attack +37; 8th Migration; 6th Tangling Creepers; 4th One with Plants; 3rd Fear (Animal, Fungi, and Plants Only); 2nd Entangling Flora; Cantrips (11th) Know the Way; Constant (1st) Vanishing Tracks
Azure Swarm Breath (primal)

The dragon unleashes a swarm of insects that deals 20d6 piercing damage in a 60-foot cone (DC 45 basic Reflex save) before dispersing. A creature that critically fails takes 4d6 persistent poison damage. The dragon can't use Azure Swarm Breath again for 1d4 rounds.

Coiling Frenzy

The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures Grabbed at a time; one in each of their two front claws, and one with their tail.

Draconic Momentum

The dragon recharges their Azure Swarm Breath whenever they score a critical hit with a Strike.

Draining Blight (healing, primal, void)
Frequency once per day

Effect The dragon draws moisture from the living creatures surrounding them to heal their own wounds. Each living creature in a 30-foot emanation takes 12d10 void damage (DC 45 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. All non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any associated difficult terrain, cover, and concealment.
Forest Shape

When casting One with Plants, a forest dragon can become a tree of the same size and age as themselves, using their own AC.

Greater Constrict

4d8+10 bludgeoning, DC 45 basic Fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Lignifying Bite (plant, primal, wood)

When a creature made of flesh is reduced to 0 Hit Points by the dragon's jaws Strike, that creature must attempt a DC 45 Fortitude save. If it fails, it dies, and its flesh, made of earth in a metaphysical sense, turns to wood. The wood is living and might grow into a tree over time, but it can't be used as a body or piece of a body for Raise Dead or other magic that would return the creature to life.

Ultimate Remedy (concentrate, primal)
Frequency once per day

Effect The dragon can cure most ailments. The dragon attempts to a Nature check to counteract a disease or poison afflicting a creature within 30 feet.
Woodland Passage

The forest dragon ignores difficult terrain and greater difficult terrain from non-magical plants and fungi, such as bushes, vines, and undergrowth.

Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder Lost Omens Draconic CodexORC