TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9356
  dragons
  mo ns t e r s  o f  Ne o e xo du s :
  
  monsters of NeoExodus:  
  dragons
  2
  INTRODUCTION
  The world of Exodus is inhabited by marvelous creatures, 
  both dangerous and benign. Among the mightiest of these 
  are dragons. Described herein are two new categories of 
  dragon that can be found upon Exodus: the noble and 
  mysterious stellar dragons, and the fell creatures known 
  as conflict dragons. Both types provide for dangerous new 
  foes. While the stellar dragons may be noble and high-
  minded, they tend to be dismissive of lesser creatures, 
  finding them expendable in the face of achieving the 
  greater good. The conflict dragons delight in misery and 
  destruction and will run unchecked through the world, 
  bringing its eventual demise, unless stopped by those with 
  the power to do so.
  The following section provides basic information needed 
  to design conflict and stellar dragons of any age categories, 
  along with the specifics of their attacks and abilities.
  AGE CATEGORIES
  Many of a true dragon’s abilities, attacks, and other 
  statistics improve as a dragon grows older. The age of a 
  dragon is divided into 12 categories—as a dragon ages, 
  its base statistics change as noted on Table: Dragon 
  Age Categories.
  Age Category: This is the age category’s name.
  Age in Years: This is the dragon’s actual age.
  CR: This column modifies the dragon’s base CR.
  Size: This column shows the number of size categories 
  to increase the dragon’s base size by, depending on 
  its age (from Tiny to Small, Small to Medium, and so 
  on). True dragons do not gain the standard increases 
  to ability scores as they increase in size—instead, they 
  increase their ability scores according to their age 
  category, as indicated on Table: Dragon Ability Scores.
  Hit Dice: This shows how many additional Hit Dice 
  a dragon gains over its base Hit Dice as it grows. 
  Increases to Hit Dice grant extra hit points, feats, and 
  skill ranks, along with increases to the dragon’s base 
  attack bonus and base save bonuses. Dragons have skill 
  ranks equal to 6 + their Intelligence modifier per Hit 
  Die. A dragon’s increases to ability scores for gaining Hit 
  Dice are included in the total ability score increases (see 
  Table: Dragon Ability Scores).
  Natural Armor: This shows the amount that the 
  dragon’s base natural armor bonus increases for each 
  age category.
  Breath Weapon: Each dragon has a breath weapon 
  (see Combat, below) that deals a base amount of 
  damage. This multiplier increases the number of dice 
  of damage dealt by the dragon’s breath weapon. For 
  example, a mature adult dragon with a base breath 
  weapon that deals 2d6 acid damage would deal 14d6 
  acid damage (due to the ×7 multiplier).
  COMBAT
  Table: Dragon Attacks and Speeds lists the attacks that 
  a dragon can employ and the damage each deals (a 
  dash indicates a dragon of that size does not possess 
  that natural attack). Dragons gain other abilities 
  described here when as they increase in age category.
  Fly Speed: A dragon’s fly speed increases as indicated, 
  according to its size.
  Bite: This is a primary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus 
  (even though it has more than one attack). A dragon’s 
  bite attack has reach as if the creature were one size 
  category larger (+10 feet for Colossal dragons).
  Claws: These primary attacks deal the indicated 
  damage plus the dragon’s Strength bonus.
  Wings: The dragon can slam foes with its wings, even 
  when flying. Wing attacks are secondary attacks that 
  deal the indicated damage plus half the dragon’s 
  Strength bonus.
  Tail Slap: The dragon can slap one foe each round 
  with its tail. A tail slap is a secondary attack that deals 
  the indicated damage plus 1-1/2 times the dragon’s 
  Strength bonus (this is an exception to the normal 
  secondary attack rules).
  Crush (Ex): A flying or jumping Huge or larger dragon 
  can land on foes as a standard action, using its whole 
  body to crush them. Crush attacks are effective only 
  against opponents that are three or more size categories 
  smaller than the dragon. A crush attack affects as many 
  creatures as fit in the dragon’s space. Creatures in the 
  affected area must succeed on a Reflex save (DC equal 
  to that of the dragon’s breath weapon) or be pinned, 
  automatically taking bludgeoning damage during the 
  next round unless the dragon moves off them. If the 
  dragon chooses to maintain the pin, it must succeed at 
  a combat maneuver check as normal. Pinned foes take 
  damage from the crush each round if they don’t escape. 
  A crush attack deals the indicated damage plus 1-1/2 
  times the dragon’s Strength bonus.
  Tail Sweep (Ex): A Gargantuan or larger dragon can 
  sweep with its tail as a standard action. The sweep 
  affects a half-circle with a radius of 30 feet (or 40 feet 
  for a Colossal dragon), extending from an intersection 
  on the edge of the dragon’s space in any direction. 
  Creatures within the swept area are affected if they are 
  at least four size categories smaller than the dragon. A 
  tail sweep automatically deals the indicated damage 
  plus 1-1/2 times the dragon’s Strength bonus (rounded 
  down). Affected creatures can attempt Reflex saves 
  to take half damage (DC equal to that of the dragon’s 
  breath weapon).
  Breath Weapon (Su): As a standard action, a dragon 
  can use its breath weapon once every 1d4 rounds, even 
  
  monsters of NeoExodus:  
  dragons
  3
  if it possesses more than one breath weapon. A breath 
  weapon always starts at an intersection adjacent to 
  the dragon and extends in a direction of the dragon’s 
  choice. Breath weapons come in two shapes, lines 
  and cones, whose areas vary with the dragon’s size. If 
  a breath weapon deals damage, those caught in the 
  area can attempt a Reflex save to take half damage. The 
  save DC against a breath weapon is 10 + 1/2 dragon’s 
  Hit Dice + dragon’s Constitution modifier. Saves against 
  various breath weapons use the same DC; the type 
  of saving throw is noted in the variety descriptions. A 
  Table: Dragon Age Categories
  Age 
  Age in 
   
   
   
  Natural 
  Breath
  Category 
  Years 
  CR 
  Size 
  Hit Dice 
  Armor 
  Weapon
  1 Wyrmling 
  0–5 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  6–15 
  Base + 2 
  Base + 1 
  Base + 2 
  Base + 3 
  Base × 2
  3 Young 
  16–25 
  Base + 4 
  Base + 2 
  Base + 4 
  Base + 6 
  Base × 3
  4 Juvenile 
  26–50 
  Base + 5 
  Base + 2 
  Base + 6 
  Base + 9 
  Base × 4
  5 Young adult 
  51–100 
  Base + 7 
  Base + 3 
  Base + 8 
  Base + 12 
  Base × 5
  6 Adult 
  101–200 
  Base + 8 
  Base + 3 
  Base + 10 
  Base + 15 
  Base × 6
  7 Mature adult 
  201–400 
  Base + 9 
  Base + 3 
  Base + 12 
  Base + 18 
  Base × 7
  8 Old 
  401–600 
  Base + 11 
  Base + 4 
  Base + 14 
  Base + 21 
  Base × 8
  9 Very old 
  601–800 
  Base + 12 
  Base + 4 
  Base + 16 
  Base + 24 
  Base × 9
  10 Ancient 
  801–1,000 
  Base + 13 
  Base + 4 
  Base + 18 
  Base + 27 
  Base × 10
  11 Wyrm 
  1,001–1,200 
  Base + 14 
  Base + 4 
  Base + 20 
  Base + 30 
  Base × 11
  12 Great wyrm 
  1,201+ 
  Base + 16 
  Base + 5 
  Base + 22 
  Base + 33 
  Base × 12
  Table: Dragon Ability Scores
  Age Category 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
  1 Wyrmling 
  Base 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  Base + 4 
  Base – 2 
  Base + 2 
  Base + 2 
  Base + 2 
  Base + 2
  3 Young 
  Base + 8 
  Base – 2 
  Base + 4 
  Base + 2 
  Base + 2 
  Base + 2
  4 Juvenile 
  Base + 10 
  Base – 2 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  5 Young adult 
  Base + 12 
  Base – 4 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  6 Adult 
  Base + 14 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  7 Mature adult 
  Base + 16 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  8 Old 
  Base + 18 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  9 Very old 
  Base + 20 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  10 Ancient 
  Base + 22 
  Base – 6 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  11 Wyrm 
  Base + 24 
  Base – 8 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  12 Great wyrm 
  Base + 26 
  Base – 8 
  Base + 14 
  Base + 12 
  Base + 12 
  Base + 12
  Table: Dragon Attacks and Speeds
   
   
   
   
   
  1 
   
  1 
  Breath 
  Breath
   
  Fly 
  1 
  2 
  2 
  Tail 
  1 
  Tail 
  Weapon 
  Weapon 
   
  Size 
  Speed 
  Bite 
  Claws 
  Wings 
  Slap 
  Crush 
  Sweep 
  (Line) 
  (Cone)
  Tiny 
  100 ft. (average) 
  1d4 
  1d3 
  — 
  — 
  — 
  — 
  30 ft. 
  15 ft.
  Small 
  150 ft. (average) 
  1d6 
  1d4 
  — 
  — 
  — 
  — 
  40 ft. 
  20 ft.
  Medium 
  150 ft. (average) 
  1d8 
  1d6 
  1d4 
  — 
  — 
  — 
  60 ft. 
  30 ft.
  Large 
  200 ft. (poor) 
  2d6 
  1d8 
  1d6 
  1d8 
  — 
  — 
  80 ft. 
  40 ft.
  Huge 
  200 ft. (poor) 
  2d8 
  2d6 
  1d8 
  2d6 
  2d8 
  — 
  100 ft. 
  50 ft.
  Gargantuan 250 ft. (clumsy) 
  4d6 
  2d8 
  2d6 
  2d8 
  4d6 
  2d6 
  120 ft. 
  60 ft.
  Colossal 
  250 ft. (clumsy) 
  4d8 
  4d6 
  2d8 
  4d6 
  4d8 
  2d8 
  140 ft. 
  70 ft.
  
  monsters of NeoExodus:  
  dragons
  4
  dragon can use its breath weapon when it is grappling 
  or being grappled.
  ADDITIONAL DRAGON RULES
  Dragon Senses (Ex): Dragons have darkvision 120 feet 
  and blindsense 60 feet. They see four times as well as 
  a human in dim light and twice as well in normal light.
  Alien Presence (Ex): A juvenile or older stellar dragon 
  has an aura that functions as frightful presence with a 
  range of 30 feet times the dragon’s age category. The 
  effect of each dragon’s alien presence is noted in its 
  description.
  Apocalyptic Aura (Ex): A juvenile or older conflict 
  dragon’s has an aura that functions as frightful presence 
  with a range equal to 30 feet times the dragon’s 
  age category. The effect of each dragon’s apocalyptic 
  presence is noted in its description.
  No Breath (Ex): Stellar dragons don’t need to breathe 
  and are immune to inhaled poisons, suffocation, and 
  drowning.
  Spells: A dragon knows and casts arcane spells as a 
  sorcerer of the level indicated in its entry. Its caster level 
  depends on its age, as shown for each type.
  Spell-Like Abilities: A dragon’s caster level for its spell-
  like abilities equals its total Hit Dice.
  Starflight (Su): A stellar dragon can survive in the 
  void of outer space and fly at incredible speed. A trip 
  within a single solar system usually takes 3d20 hours, 
  and a trip beyond usually takes 3d20 days or more if 
  the dragon knows the way to its destination. A stellar 
  dragon can carry one rider of one size category smaller 
  than itself, four passengers of two sizes smaller, eight 
  passengers of three sizes smaller, or 16 passengers of 
  four or more sizes smaller. Passengers are protected 
  from the void.
  Damage Reduction: Dragons gain damage reduction 
  as they age, as indicated on each dragon’s entry. Their 
  natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction.
  Immunities (Ex): Every dragon is immune to sleep and 
  paralysis effects. In addition, a dragon is immune to one 
  or more additional forms of attack or energy damage 
  no matter what its age, as given in each dragon’s entry.
  Spell Resistance (Ex): As dragons grow older, they 
  become more resistant to spells and spell-like abilities, 
  as indicated in each dragon’s entry. A dragon’s SR is 
  equal to 11 + its CR.
  CONFLICT DRAGONS
  These malicious creatures exist to cause strife and havoc 
  throughout existence. Little is known about when they 
  arrived on Exodus, but most scholars agree that conflict 
  dragons are not native to this world; they are likely 
  travelers from some other hellish realm that arrived via 
  the Nexus Gates. Conflict dragons hold Eschaton, the 
  Apocalypse Dragon, as their lord and master. As such, 
  his designs of entropy and destruction are echoed in 
  their behavior. While each dragon has its own goals and 
  pursuits, they will always take what time they can to 
  spread ruin and woe wherever they are. This often makes 
  them temporary allies of warlike races and beings, which 
  conflict dragons think of as tools toward a greater end. No 
  true allegiance with these creatures is ever possible—they 
  will turn on their allies whenever it is convenient, and have 
  centuries to wait for an opportunity.
  CONFLICT DRAGON, ARMAGEDDON
  Striations of gray and brown scales cover the body of this 
  thin, nearly emaciated dragon. Its head appears overlarge 
  for its slim body, and sports two backward curling horns.
  ARMAGEDDON DRAGON
  NE dragon (earth)
  BASE STATISTICS
  CR 3; Size Tiny; Hit Dice 4d12
  Speed 60 ft., burrow 30 ft.
  Natural Armor +3; Breath Weapon cone, 2d6 damage 
  (half is slashing damage; see text)
  Str 11, Dex 16, Con 13, Int 8, Wis 11, Cha 10
  ECOLOGY
  Environment warm deserts and hills
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Apocalyptic Aura (Su): An armageddon dragon draws 
  upon the life forces of living creatures in the area, 
  rapidly draining them and creating in them a desperate 
  need for nourishment. Creatures within the aura must 
  succeed at a Fortitude saving throw or begin to starve, 
  taking 2d6 nonlethal damage and becoming fatigued. 
  Creatures that succeed on this save cannot be affected 
  by the same armageddon dragon’s aura for 24 hours. 
  The fatigue can be removed by magic or by taking the 
  time to eat a full meal. The nonlethal damage cannot be 
  healed until the creature has eaten a full meal. This save 
  is Constitution-based.
  Spell-Like Abilities (Sp): An armageddon dragon 
  gains the following spell-like abilities, usable at will 
  (unless indicated otherwise) upon reaching the listed 
  age category. Very young—ray of sickening; juvenile—
  elemental speech (earth only); adult—cup of dust; old—
  waves of fatigue (3/day); ancient—waves of exhaustion 
  (3/day); great wyrm—horrid wilting (1/day).
  Withering Crystal Scour (Su): An armageddon dragon 
  can breathe a cone of crystalline particles that scour 
  flesh and suck moisture from the body. Half of the 
  
  monsters of NeoExodus:  
  dragons
  5
  damage is slashing; the other half comes from rapid 
  dehydration. Nonliving creatures only take half damage 
  from this breath weapon on a failed save. Against water 
  elementals and plant creatures, the latter half of the 
  breath weapon’s damage deals d8s rather than d6s.
  YOUNG ARMAGEDDON DRAGON 
  CR 7
  XP 3,200
  NE Medium dragon (earth)
  Init +6; Senses dragon senses; Perception +12
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
  hp 76 (8d12+24)
  Fort +9, Ref +8, Will +7
  Immune fatigue and exhaustion effects, paralysis, sleep
  OFFENSE
  Speed 60 ft., burrow 30 ft., fly 150 ft. (average)
  Melee bite +12 (1d8+6), 2 claws +12 (1d6+4), 2 wings 
  +7 (1d4+2)
  Special Attacks breath weapon (30-ft. cone, 6d6 [3d6 
  slashing], DC 17), famishing aura
  Spell-Like Abilities (CL 8th; concentration +9)
  At will—ray of sickening
  Spells Known (CL 1st; concentration +2)
  1st (4/day)—alarm, obscuring mist
  0 (at will)—detect magic, mage hand, open/close, 
  resistance
  STATISTICS
  Str 19, Dex 14, Con 17, Int 10, Wis 13, Cha 12
  Base Atk +8; CMB +12; CMD 24
  Feats Hover, Furious Focus, Improved Initiative, Power 
  Attack
  Skills Climb +15, Fly +13, Perception +12, Sense Motive 
  +12, Stealth +13, Survival +12
  Languages Common, Draconic
  ADULT ARMAGEDDON DRAGON 
  CR 11
  XP 12,800
  NE Large dragon (earth)
  Init +5; Senses dragon senses; Perception +20
  Aura apocalyptic (180 ft., DC 22)
  DEFENSE
  AC 28, touch 10, flat-footed 27 (+1 Dex, +18 natural, 
  –1 size)
  hp 161 (14d12+70)
  Fort +14, Ref +12, Will +14
  DR 5/magic; Immune fatigue and exhaustion effects, 
  paralysis, sleep; SR 22
  OFFENSE
  Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)
  Melee bite +20 (2d6+10), 2 claws +20 (1d8+7), 2 wings 
  +18 (1d6+3), tail slap +18 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 12d6 [6d6 
  slashing], DC 22), famishing aura
  Spell-Like Abilities (CL 14th; concentration +17)
  At will—cup of dust (DC 16), elemental speech (earth 
  only), ray of sickening (DC 14)
  Spells Known (CL 7th; concentration +10)
  3rd (5/day)—dispel magic, protection from energy
  2nd (7/day)—blur, darkness, gust of wind
  1st (7/day)—feather fall, grease (DC 14), identify, 
  obscuring mist, shield
  0 (at will)—bleed (DC 13), detect magic, mage hand, 
  message, open/close, read magic, resistance
  STATISTICS
  Str 25, Dex 12, Con 21, Int 14, Wis 17, Cha 16
  Base Atk +14; CMB +22; CMD 33
  Feats Furious Focus, Hover, Improved Initiative, Iron 
  Will, Lightning Reflexes, Multiattack, Power Attack
  Skills Appraise +10, Climb +24, Fly +12, Perception 
  +20, Sense Motive +20, Spellcraft +14, Stealth +14, 
  Survival +20, Use Magic Device +20
  Conflict Dragon, Armageddon
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Immune to fatigue and exhaustion 
  —
  Very young 
  Ray of sickening 
  —
  Young 
  Famishing aura 
  1st
  Juvenile 
  Apocalyptic presence, elemental speech 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Cup of dust 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Waves of fatigue 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Waves of exhaustion 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Horrid wilting 
  19th
  
  monsters of NeoExodus:  
  dragons
  6
  Languages Common, Draconic, Qijomi, Terran
  ANCIENT ARMAGEDDON DRAGON CR 16
  XP 76,800
  NE Huge dragon (earth)
  Init +4; Senses dragon senses; Perception +30
  Aura apocalyptic (300 ft., DC 28)
  DEFENSE
  AC 38, touch 8, flat-footed 38 (+30 natural, –2 size)
  hp 297 (22d12+154)
  Fort +20, Ref +15, Will +18
  DR 15/magic; Immune fatigue and exhaustion effects, 
  paralysis, sleep; SR 27
  OFFENSE
  Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)
  Melee bite +31 (2d8+16), 2 claws +31 (2d6+11), 2 
  wings +29 (1d8+5), tail slap +29 (2d6+16)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 20d6 
  [10d6 slashing]), crush, famishing aura
  Spell-Like Abilities (CL 22nd; concentration +27)
  At will—cup of dust (DC 18), elemental speech (earth 
  only), ray of sickening (DC 16)
  3/day—waves of exhaustion (DC 22), waves of fatigue 
  (DC 20)
  Spells Known (CL 15th; concentration +20)
  7th (4/day)—power word blind, spell turning
  6th (6/day)—beast shape IV, chain lightning (DC 21), 
  greater dispel magic
  5th (7/day)—feeblemind (DC 20), mage’s faithful hound, 
  prying eyes, telekinesis
  4th (7/day)—arcane eye, confusion (DC 19), fire shield, 
  shout (DC 19)
  3rd (7/day)—arcane sight, dispel magic, haste, wind wall
  2nd (7/day)—gust of wind, invisibility, resist energy, 
  scorching ray, spider climb
  1st (8/day)—alarm, feather fall, 
  grease (DC 16), identify, silent 
  image
  0 (at will)—detect magic, ghost 
  sound, mage hand, mending, 
  open/close, prestidigitation, read 
  magic, resistance, spark
  STATISTICS
  Str 33, Dex 10, Con 25, Int 18, 
  Wis 21, Cha 20
  Base Atk +22; CMB +35; CMD 44
  Feats Arcane Strike, Awesome 
  Blow, Flyby Attack, Furious Focus, 
  Hover, Improved Bull Rush, 
  Improved Initiative, Lightning 
  Reflexes, 
  Multiattack, 
  Power 
  Attack, Wingover
  Skills Appraise +29, Climb +36, 
  Fly +17, Knowledge (arcana) +29, 
  Perception +30, Sense Motive 
  +30, Spellcraft +29, Stealth +14, Survival +30, Use 
  Magic Device +30
  Languages Common, Cynean, Draconic, Exodite, 
  Qijomi, Terran
  Armageddon dragons prefer to lair in wastelands and 
  desolate areas. They are consummate hunters and often lay 
  ambushes for prey to abate their constant hunger. Foes that 
  thwart or evade them often become targets of a stalking 
  armageddon dragon, as the creatures find tenacious 
  prey surpassingly attractive. Armageddon dragons often 
  decorate their lairs with the remains of particularly difficult 
  prey, festooning the bodies with treasure as decoration in a 
  sort of macabre tribute.
  CONFLICT DRAGON, FURY
  This dragon has a crest of red, crystalline growths 
  running down its legless, serpentine length. Its 
  mandibles and multiple glowing eyes seem insectoid, 
  but the great glowing wings that extend from its body 
  are certainly not.
  FURY DRAGON
  LE dragon (water)
  BASE STATISTICS
  CR 4; Size Small; Hit Dice 5d12
  Speed 40 ft., swim 40 ft.
  Natural Armor +4; Breath Weapon cone, 2d6 acid plus 
  swarms (see text)
  Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10
  ECOLOGY
  Environment temperate and warm forests and swamps
  Organization solitary
  Treasure triple
  
  monsters of NeoExodus:  
  dragons
  7
  SPECIAL ABILITIES
  Apocalyptic Aura (Su): A fury dragon’s aura increases 
  the virulence and spread of infections. Creatures within 
  the aura must make a Fortitude saving throw. On failure, 
  the affected creature takes a –2 penalty to saving 
  throws against disease effects, the onset time of any 
  diseases that afflict them are halved, and the frequency 
  of saving throws required by diseases is doubled (e.g., 
  1/day becomes 2/day). This effect can be removed by 
  break enchantment, heal, or more powerful magics 
  once the affected creature leaves the aura. Creatures 
  that successfully save cannot be affected by the same 
  fury dragon’s aura for 24 hours. For any creatures other 
  than fury dragons (including the one projecting the 
  aura) within the aura, their disease effects increase in 
  DC by 2. This save is Constitution-based.
  Breath Weapon (Su): Every 1d4 rounds, a wrath dragon 
  can expel a cone of acid. Any creatures damaged by the 
  breath weapon are also exposed to the diseases the 
  dragon carries.
  Carrier (Ex): While fury dragons are immune to 
  diseases, they act as carriers, incubating diseases in 
  their bodies and passing them to those with whom 
  they come into contact. At any given time, a fury 
  dragon of young age or older will be incubating 1d4 
  different diseases, which it can spread through normal 
  means as well as through its parasite breath weapon. 
  One of these diseases is always red rage.
  Disgorge Parasites (Su): Once per day, a fury dragon 
  of young or older age can to expel swarms of winged 
  parasites that live and breed within the dragon, using 
  its breath weapon to disgorge them. The number of 
  swarms disgorged increases with the dragon’s age 
  category as follows: young—1 swarms; young adult—2 
  swarms; mature adult—3 swarms; very old—4 swarms; 
  wyrm—6 swarms. The swarms are expelled onto any 
  10-foot area that contains at least one square within 
  the area of the breath weapon’s effect. The swarms will 
  attack the closest living creatures, and the dragon that 
  disgorged cannot control their movement or choice of 
  targets.
  Red Rage (Ex): Fury dragons incubate this disease 
  within their bodies. The red rage eats away at the sanity 
  of the infected, turning them violent and irrational. A 
  fury dragon of young age or older is always a carrier 
  of this disease, in addition to any others it may carry. 
  The save DC is Constitution-based. Disease—bite; save 
  DC 13; onset 10 minutes; frequency 1/day; effect 1d6 
  Int and 1d6 Cha; cure 2 consecutive saves. Whenever a 
  creature affected by red rage is attacked, threatened, or 
  otherwise placed in a stressful situation, it must make 
  a Will save against the DC of the disease. On failure, 
  the infected creature attacks the nearest target for 
  1d4 rounds. At the end of this time, the infected may 
  make another save to regain its senses. Any infected 
  individual whose Intelligence or Charisma is reduced 
  to 2 or less become constantly hostile and violent, 
  attacking any living creature in range until that creature 
  is dead.
  Spell-Like Abilities (Sp): A fury dragon gains the 
  following spell-like abilities, usable at will (unless 
  indicated otherwise) upon reaching the listed age 
  category. Very young—corrosive touch; juvenile—acid 
  arrow; adult—acid pit; old—corrosive consumption (3/
  day); ancient—acid fog (3/day); great wyrm—transmute 
  blood to acid (1/day).
  Virulent Strains (Ex): Over time, the diseases carried 
  by fury dragons become more dangerous. Increase 
  the DCs of all diseases carried by an adult fury dragon 
  by 2. These DCs increase by another 2 at the old age 
  category, and again at the ancient and great wyrm age 
  categories. Fury dragons in the old age category or 
  older can even infect living creatures that are normally 
  immune to diseases. While such creatures do not suffer 
  the effects of the fury dragon’s diseases, they become 
  contagious and act as carriers, spreading the disease 
  Conflict Dragon, Fury
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Immune to acid and disease, water breathing 
  —
  Very young 
  Corrosive touch 
  —
  Young 
  Carrier 
  1st
  Juvenile 
  Acid arrow, apocalyptic presence 
  3rd
  Young adult 
  DR 5/silver, spell resistance 
  5th
  Adult 
  Acid pit, virulent strains 
  7th
  Mature adult 
  DR 10/silver 
  9th
  Old 
  Corrosive consumption, virulent strains +4 
  11th
  Very old 
  DR 15/silver 
  13th
  Ancient 
  Acid fog, virulent strains +6 
  15th
  Wyrm 
  DR 20/silver 
  17th
  Great wyrm 
  Transmute blood to acid, virulent strains +8 
  19th
  
  monsters of NeoExodus:  
  dragons
  8
  until treated with remove disease or a similar spell or 
  effect.
  Water Breathing (Ex): A fury dragon can breathe 
  underwater indefinitely and can use its breath weapon, 
  spells, and other abilities while submerged.
  YOUNG FURY DRAGON 
  CR 8
  XP 4,800
  LE Large dragon (water)
  Init +5; Senses dragon senses; Perception +1
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, 
  –1 size)
  hp 85 (9d12+27)
  Fort +11, Ref +7, Will +9
  Immune acid, disease, paralysis, sleep
  OFFENSE
  Speed 40 ft., swim 40 ft., fly 200 ft. (poor)
  Melee bite +13 (2d6+7), 2 claws +13 (1d8+5), 2 wings 
  +8 (1d6+2), tail slap +8 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 6d6 acid 
  plus swarms), carrier
  Spell-Like Abilities (CL 9th; concentration +10)
  At will—corrosive touch
  Spells Known (CL 1st; concentration +2)
  1st (4/day)—feather fall, vanish
  0 (at will)—bleed (DC 11), detect magic, mage hand, 
  spark
  STATISTICS
  Str 21, Dex 12, Con 17, Int 12, Wis 13, Cha 12
  Base Atk +9; CMB +15; CMD 26
  Feats Great Fortitude, Hover, Improved Initiative, Iron 
  Will, Power Attack
  Skills Fly +11, Intimidate +13, Perception +13, Sense 
  Motive +13, Spellcraft +13, Stealth +9, Survival +13, 
  Swim +13
  Languages Balite, Common, Draconic
  ADULT FURY DRAGON 
  CR 12
  XP 19,200
  LE Huge dragon (water)
  Init +4; Senses dragon senses; Perception +15
  Aura apocalyptic (180 ft., DC 20)
  DEFENSE
  AC 27, touch 8, flat-footed 27 (+19 natural, –2 size)
  hp 172 (15d12+75)
  Fort +14, Ref +11, Will +14
  DR 5/silver; Immune acid, disease, paralysis, sleep; SR 
  23
  OFFENSE
  Speed 40 ft., swim 40 ft., fly 200 ft. (poor)
  Melee bite +21 (2d8+12/19–20), 2 claws +21 (2d6+8), 2 
  wings +19 (1d8+4), tail slap +19 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 12d6 acid 
  plus swarms, DC 22), carrier, crush
  Spell-Like Abilities (CL 15th; concentration +18)
  At will—acid arrow, acid pit, corrosive touch
  Spells Known (CL 7th; concentration +10)
  3rd (5/day)—arcane sight, dispel magic
  < Fury Dragon Parasite Swarm>
  This is a writhing cloud of three-inch-long 
  blood-red worms with lamprey-like mouths and 
  membranous wings.
  FURY DRAGON PARASITE SWARM  CR 6
  XP 2,400
  N Fine vermin (amphibious, aquatic, swarm)
  Init +3; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 21, touch 21, flat-footed 18 (+3 Dex, +8 size)
  hp 58 (9d8+18)
  Fort +8, Ref +5, Will +4
  Defensive Abilities swarm traits; Immune acid, 
  disease, mind-affecting effects, weapon damage
  OFFENSE
  Speed 5 ft., swim 10 ft., fly 30 ft. (average)
  Melee swarm (3d6 plus disease)
  Space 10 ft.; Reach 0 ft.
  Special Attacks blood drain, disease, distraction 
  (DC 16)
  STATISTICS
  Str 1, Dex 16, Con 15, Int —, Wis 12, Cha 1
  Base Atk +6; CMB —; CMD —
  Skills Fly +11, Swim +11; Racial Modifiers uses 
  Dexterity to modify Swim checks
  SQ diseased, swarm traits, vermin traits
  ECOLOGY
  Environment temperate and warm forests and 
  swamps
  Organization solitary, pair, or infestation (3–6 
  swarms)
  Treasure none
  SPECIAL ABILITIES
  Blood Drain (Ex): If a living creature begins its turn 
  in the same space as a fury dragon parasite swarm, 
  the creature is drained of its blood and takes 1d3 
  points of Strength and Constitution damage.
  Diseased (Ex): Fury dragon parasite swarms are 
  carriers of the same diseases as the fury dragon 
  that released them.
  
  monsters of NeoExodus:  
  dragons
  9
  2nd (7/day)—blur, fog cloud, 
  resist energy
  1st 
  (7/day)—feather 
  fall, 
  hydraulic push, mage armor, 
  shield, vanish
  0 (at will)—bleed (DC 13), detect 
  magic, ghost sound, read magic, 
  resistance
  STATISTICS
  Str 27, Dex 10, Con 21, Int 16, 
  Wis 17, Cha 16
  Base Atk +15; CMB +25; CMD 
  35
  Feats Flyby Attack, Improved 
  Critical 
  (bite), 
  Improved 
  Initiative, Iron Will, Lightning 
  Reflexes, Multiattack, Power 
  Attack, Snatch
  Skills Fly +4, Intimidate +15, 
  Knowledge (arcana and nature) 
  +15, Perception +15, Sense Motive +15, Spellcraft +15, 
  Stealth +4, Survival +15, Swim +16
  Languages Balite, Caliban, Common, Draconic, 
  Khaynite
  ANCIENT FURY DRAGON 
  CR 17
  XP 102,400
  LE Gargantuan dragon (water)
  Init +3; Senses dragon senses; Perception +31
  Aura apocalyptic (300 ft., DC 20)
  DEFENSE
  AC 36, touch 5, flat-footed 36 (–1 Dex, +31 natural, –4 
  size)
  hp 310 (23d12+161)
  Fort +20, Ref +14, Will +20
  DR 15/silver; Immune acid, disease, paralysis, sleep; 
  SR 28
  OFFENSE
  Speed 40 ft., swim 40 ft., fly 250 ft. (clumsy)
  Melee bite +32 (4d6+18/19–20), 2 claws +32 (2d8+12), 
  2 wings +30 (2d6+6), tail slap +30 (2d8+18), Space 20 
  ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 20d6 acid 
  plus swarms, DC 28), carrier, crush, tail sweep
  Spell-Like Abilities (CL 23rd; concentration +28) 
  At will—acid arrow, acid pit (DC 19), corrosive touch 
  3/day—acid fog, corrosive consumption
  1/day—transmute blood to acid (DC 24)
  Spells Known (CL 15th; concentration +20)
  7th (4/day)—caustic eruption (DC 22), vortex (DC 22)
  6th (6/day)—freezing sphere (DC 21), programmed 
  image (DC 21), true seeing
  5th (7/day)—cloudkill (DC 20), interposing hand, 
  transmute mud to rock (DC 20), transmute rock to mud 
  (DC 20)
  4th (7/day)—arcane eye, confusion (DC 19), fire shield, 
  stone shape
  3rd (7/day)—arcane sight, dispel magic, displacement, 
  wind wall
  2nd (7/day)—eagle’s splendor, false life, hypnotic pattern 
  (DC 17), resist energy
  1st (8/day)—alarm, comprehend languages, feather fall, 
  obscuring mist, ventriloquism (DC 16)
  0 (at will)—bleed (DC 15), detect magic, ghost sound, 
  mage hand, message, open/close, read magic, resistance, 
  spark
  STATISTICS
  Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
  Base Atk +23; CMB +39; CMD 48
  Feats Bleeding Critical, Critical Focus, Flyby Attack, 
  Hover, Improved Critical (bite), Improved Initiative, 
  Iron Will, Lightning Reflexes, Multiattack, Power Attack, 
  Snatch, Vital Strike
  Skills Appraise +31, Fly +15, Intimidate +31, Knowledge 
  (arcana and nature) +31, Perception +31, Sense Motive 
  +31, Spellcraft +31, Stealth +17, Survival +31, Use 
  Magic Device +31
  Languages Balite, Caliban, Common, Draconic, Giant, 
  Khaynite, Sobeka
  Fury dragons are cunning and methodical. They prefer to 
  feed upon the dead that have perished from disease. To this 
  end they will often plan and execute infections that lead to 
  epidemics, providing them with lavish feasts. They prefer 
  treasure that can withstand prolonged exposure to moisture 
  and submersion, as their lairs are often underwater or in 
  very damp areas.
  CONFLICT DRAGON, HOLOCAUST
  This dragon’s scales are the color of yellowed bone, save 
  those on its belly which are as black as its claws and teeth. 
  
  monsters of NeoExodus:  
  dragons
  10
  A ghostly blue-white light shines from its eyes and open 
  mouth.
  HOLOCAUST DRAGON
  CE dragon (extraplanar)
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 6d12
  Speed 40 ft.
  Natural Armor +5; Breath Weapon cone, 2d8 negative 
  energy
  Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Apocalyptic Aura (Su): A holocaust dragon emanates 
  a necromantic aura that debilitates living creatures and 
  bolsters the undead. Living creatures within the aura 
  must succeed at a Fortitude saving throw or suffer a 
  –2 penalty to ability checks, saving throws, and skill 
  checks. This penalty is removed if the creature leaves 
  the range of the aura, but it must attempt another 
  saving throw should it reenter the aura. Creatures 
  that successfully save cannot be affected by the same 
  holocaust dragon’s aura for 24 hours. This save is 
  Constitution-based. Undead that enter a holocaust 
  dragon’s aura receive a +2 profane bonus to ability 
  checks, attack rolls, saving throws, and skill checks for 
  as long as they remain within the aura.
  Breath Weapon (Su): Although it deals negative 
  energy damage, a holocaust dragon’s breath weapon 
  does not heal undead creatures.
  Devourer of Souls (Su): A young 
  or older holocaust dragon feeds 
  upon the life energy of its prey. 
  Any creature that dies from the 
  damage inflicted by the dragon’s 
  swallow whole ability cannot 
  be returned to life by means 
  of raise dead, reincarnation, or 
  resurrection. However, the slain 
  creature can be returned to life by 
  casting miracle, true resurrection, 
  or wish.
  Spell-Like Abilities (Sp): A 
  holocaust dragon gains the 
  following 
  spell-like 
  abilities, 
  usable at will (unless indicated 
  otherwise) 
  upon 
  reaching 
  the listed age category. Very 
  young—chill touch; juvenile—
  death 
  knell; 
  adult—vampiric 
  touch; old—enervation (3/day); 
  ancient—circle of death (3/day); great wyrm—energy 
  drain (1/day).
  Unclean Spirits (Su): Three times per day, a mature 
  adult or older holocaust dragon can expel the spirits of 
  its devoured victims in a cone with the same dimensions 
  as its breath weapon. Living creatures within the area 
  of effect receive 1 negative level for every two age 
  categories of the dragon. A successful Fortitude save 
  reduces the negative levels suffered by half. Those in 
  the area of effect must also succeed at a Will save or 
  be frightened for 1d4 rounds. On a successful save, a 
  creature is instead shaken. Any corpses within the area 
  of effect are possessed by the unclean spirits, rising as 
  juju zombies, on the dragon’s initiative the following 
  round, under the command of the holocaust dragon. A 
  holocaust dragon can control a number of juju zombies 
  up to twice its Hit Dice. These saves are Charisma-based.
  YOUNG HOLOCAUST DRAGON 
  CR 9
  XP 4,800
  CE Large dragon (extraplanar)
  Init +1; Senses dragon senses; Perception +1
  DEFENSE
  AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, 
  –1 size)
  hp 95 (10d12+30)
  Fort +12, Ref +8, Will +8
  Defensive Abilities negative energy affinity; Immune 
  cold, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +14 (2d6+8 plus grab), 2 claws +14 (1d8+5), 
  2 wings +12 (1d6+2), tail slap +12 (1d8+8)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  
  monsters of NeoExodus:  
  dragons
  11
  Special Attacks breath weapon (40-ft. cone, 6d8 
  negative energy, DC 18), devourer of souls, swallow 
  whole (2d6 acid plus 1 negative level, AC 15, 9 hp)
  Spell-Like Abilities (CL 10th; concentration +11)
  At will—chill touch (DC 12)
  Spells 
  Known 
  (CL 
  1st; 
  concentration 
  +2) 
  1st (4/day)—shield, thunderstomp
  0 (at will)—bleed (DC 11), detect magic, mage hand, read 
  magic
  STATISTICS
  Str 21, Dex 12, Con 17, Int 12, Wis 13, Cha 12
  Base Atk +10; CMB +16 (+20 to grapple); CMD 27
  Feats Great Fortitude, Hover, Improved Initiative, 
  Multiattack, Vital Strike
  Skills Fly +6, Intimidate +14, Knowledge (arcana and 
  planes) +14, Perception +14, Sense Motive +14, Stealth 
  +10
  Languages Common, Draconic, Khaynite
  ADULT HOLOCAUST DRAGON 
  CR 13
  XP 25,600
  CE Huge dragon (extraplanar)
  Init +4; Senses dragon senses; Perception +20
  Aura apocalyptic (180 ft., DC 20)
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 161 (14d12+70)
  Fort +16, Ref +11, Will +14
  Defensive Abilities negative energy affinity; DR 5/
  good; Immune cold, death effects, energy drain, 
  paralysis, sleep; SR 24
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +20 (2d8+12 plus grab), 2 claws +20 (2d6+8), 
  2 wings +18 (1d8+4), tail slap +18 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 12d8 
  negative energy, DC 22), crush, fast swallow, swallow 
  whole (2d6 acid plus 1 negative level, AC 20, 16 hp), 
  unclean spirits
  Spell-Like Abilities (CL 14th; concentration +17)
  At will—chill touch (DC 14), death knell (DC 15), vampiric 
  touch
  Spells Known (CL 7th; concentration +10)
  3rd (5/day)—dispel magic, slow (DC 16)
  2nd (7/day)—false life, mirror image, spectral hand
  1st (7/day)—feather fall, mage armor, magic missile, 
  shocking grasp, true strike
  0 (at will)—detect magic, mage hand, read magic, 
  resistance, spark
  STATISTICS
  Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
  Base Atk +14; CMB +24 (+28 grapple); CMD 34
  Feats Flyby Attack, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Multiattack, Power Attack
  Skills Fly +9, Intimidate +20, Knowledge (planes and 
  religion) +20, Perception +20, Sense Motive +20, Stealth 
  +9, Survival +20, Use Magic Device +20
  Languages Common, Draconic, Exodite, Khaynite, 
  Sorcerous
  ANCIENT HOLOCAUST DRAGON 
  CR 18
  XP 153,600
  CE Gargantuan dragon (extraplanar)
  Init +3; Senses dragon senses; Perception +31
  Aura apocalyptic (300 ft., DC 26)
  DEFENSE
  AC 37, touch 5, flat-footed 37 (–1 Dex, +32 natural, –4 
  size)
  hp 310 (23d12+161)
  Fort +20, Ref +14, Will +20
  Defensive Abilities negative energy affinity;
  DR 15/good; Immune cold, death effects, energy drain, 
  paralysis, sleep; SR 29
  Conflict Dragon, holocaust
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Immune to cold, negative energy affinity 
  —
  Very young 
  Chill touch 
  —
  Young 
  Devourer of souls, swallow whole 
  1st
  Juvenile 
  Apocalyptic presence, death knell 
  3rd
  Young adult 
  DR 5/good, fast swallow, spell resistance 
  5th
  Adult 
  Immune to death effects and energy drain, vampiric touch 
  7th
  Mature adult 
  DR 10/good, unclean spirits 
  9th
  Old 
  Enervation 
  11th
  Very old 
  DR 15/good 
  13th
  Ancient 
  Circle of death 
  15th
  Wyrm 
  DR 20/good 
  17th
  Great wyrm 
  Energy drain 
  19th
  
  monsters of NeoExodus:  
  dragons
  12
  OFFENSE
  Speed 40 ft., fly 250 ft. (clumsy)
  Melee bite +31 (4d6+18/19–20 plus grab), 2 claws +31 
  (2d8+12), 2 wings +29 (2d6+6), tail slap +29 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 20d8 
  negative energy, DC 28), crush, fast swallow, swallow 
  whole, tail sweep, unclean spirits (5 negative levels, DC 
  26)
  Spell-Like Abilities (CL 23rd; concentration +28)
  At will—chill touch (DC 16), death knell (DC 17), vampiric 
  touch
  3/day—circle of death (DC 21), enervation
  Spells Known (CL 15th; concentration +20)
  7th (4/day)—control undead (DC 22), finger of death 
  (DC 22)
  6th (6/day)—disintegrate (DC 21), freezing sphere (DC 
  21), true seeing
  5th (7/day)—cone of cold (DC 20), dismissal (DC 20), 
  mind fog (DC 20), waves of fatigue (DC 20)
  4th (7/day)—arcane eye, bestow curse (DC 19), charm 
  monster (DC 19), ice storm (DC 19)
  3rd (7/day)—arcane sight, dispel magic, protection from 
  energy, ray of exhaustion (DC 18)
  2nd (7/day)—eagle’s splendor, false life, ghoul touch (DC 
  17), spectral hand
  1st (8/day)—comprehend languages, feather fall, 
  obscuring mist, ray of enfeeblement (DC 16), shield
  0 (at will)—bleed (DC 15), detect magic, ghost sound, 
  mage hand, message, open/close, ray of frost, read magic, 
  resistance
  STATISTICS
  Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
  Base Atk +23; CMB +39 (+43 grapple); CMD 48
  Feats Flyby Attack, Hover, Improved Critical (bite), 
  Improved Initiative, Improved Vital Strike, Iron Will, 
  Lightning Reflexes, Multiattack, Power Attack, Snatch, 
  Vital Strike, Wingover
  Skills Appraise +31, Fly +11, Intimidate +31 Knowledge 
  (arcana, planes, and religion) +31, Perception +31, 
  Sense Motive +31, Stealth +10, Survival +31, Use Magic 
  Device +31
  Languages Common, Draconic, Enukan, Exodite, 
  Khaynite, Sorcerous, Undercommon
  Thought to originate from the edges of the Negative 
  Material Plane, holocaust dragons prefer to lair in or near 
  the ruined structures or settlements of other intelligent 
  creatures. They especially like crypts, cemeteries, and 
  necropolises. Older specimens often have a number of 
  juju zombie servants. Portions of a holocaust dragon’s 
  treasure can be found on such servants, as the dragons like 
  to dress them up in jewelry and other finery, creating mock 
  courtiers to attend them as the dire monarchs in their courts 
  of the undead.
  CONFLICT DRAGON, WRATH
  This dragon has scales resembling jagged iron. Its chest 
  and mouth glow red-hot, like a forge.
  WRATH DRAGON
  CE dragon (fire)
  BASE STATISTICS
  CR 6; Size Small; Hit Dice 7d12
  Speed 40 ft.
  Natural Armor +6; Breath Weapon line, 2d8 slashing 
  and fire
  Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 10
  ECOLOGY
  Environment temperate and warm hills and mountains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Apocalyptic Aura (Su): A wrath dragon’s aura ignites 
  a consuming rage within living creatures that can only 
  be assuaged by violence. Any living creature within 
  the dragon’s aura must make a Fortitude save or be 
  overwhelmed with violent intent for the next 5d6 
  rounds. Creatures with an Intelligence score of 2 or less 
  will automatically attack the nearest hostile creature. 
  If no hostile creatures are within sight or reach, then it 
  will attack the nearest creature until the effect passes 
  or it is killed or incapacitated. A character’s animal 
  companion will only attack that character if no other 
  creatures are within sight. An affected creature with an 
  Intelligence score of 3 or more must make an offensive 
  action every round it is affected by the aura or suffer 
  2d6 fire damage as its blood boils. Creatures with an 
  Intelligence score of 2 or less also suffer this effect if 
  they cannot attack a creature during a given round. 
  Creatures that successfully save cannot be affected by 
  the same wrath dragon’s aura for 24 hours. This save is 
  Constitution-based. Undead and creatures without an 
  Intelligence score are unaffected by a wrath dragon’s 
  aura.
  Blazing Heat (Ex): A wrath dragon produces great 
  amounts of heat. The wrath dragon’s bite attack does 
  additional fire damage in equal amount to its age 
  category. Once it reaches young age, a wrath dragon is 
  surrounded by an aura of intense heat, dealing 1d6 fire 
  damage to all creatures within 5 feet at the beginning 
  of its turn. This damage increases by 1d6 for every three 
  age categories of the dragon, up to 4d6 for a great 
  wyrm.
  Burning Shrapnel Breath (Su): A wrath dragon’s breath 
  weapon produces a line of red-hot metal shrapnel. Half 
  the damage dealt is slashing, and the other half is fire. 
  The shrapnel sticks in the ground beneath the breath 
  weapon’s area of effect, effectively making it covered 
  in caltrops (Pathfinder Reference Document), except 
  
  monsters of NeoExodus:  
  dragons
  13
  that a creature stepping on them does not suffer bleed 
  damage, but instead takes 1d4 fire damage in addition 
  to the initial caltrop damage.
  Eater of Metal (Ex): A wrath dragon’s bite and claw 
  attacks ignore any hardness of 10 or less.
  Ferocity (Ex): A young or older wrath dragon remains 
  conscious and can continue fighting even while below 
  0 hit points. In this state, the wrath dragon is still 
  staggered and loses 1 hit point each round, and it still 
  dies when its hit points reach a negative amount with a 
  magnitude equal to its Constitution score.
  Fiery Bite (Su): As a full-round action, a wrath dragon 
  of old or older age can make a bite attack against an 
  opponent. If the bite hits, the dragon can also unleash 
  half its breath weapon damage on that creature. The 
  target gets no saving throw against this damage, but 
  fire immunity and resistance apply. This counts as a 
  use of the dragon’s breath weapon. Wrath dragons of 
  ancient or older age can use this ability in conjunction 
  with their molten spray.
  Molten Spray (Su): Three times per day, a wrath dragon 
  can superheat the metal in its body, changing its breath 
  weapon into a cone of molten metal with half of its 
  standard range. All the damage is fire damage, and 
  the molten metal clings to those it damages, dealing 
  half damage each round for 1d3 rounds. Once it has 
  cooled, the hardened metal clings to the creature, who 
  becomes entangled until it takes a full-round action to 
  dislodge the metal from its body.
  Shatter Weapons (Ex): Whenever a character strikes 
  a young adult or older wrath dragon in melee, the 
  weapon takes 4d6 damage. Apply the weapon’s 
  hardness against the damage. Weapons that take 
  damage in excess of their hardness gain the broken 
  quality.
  Spell-Like Abilities (Sp): A wrath dragon gains the 
  following spell-like abilities, usable at will (unless 
  indicated otherwise) upon reaching the listed age 
  category. Very young—sundering shards; juvenile—
  molten orb; adult—ash storm; old—volcanic storm (3/
  day); ancient—sirocco (3/day); great wyrm—fire storm 
  (1/day).
  YOUNG WRATH DRAGON 
  CR 10
  XP 9,600
  CE Large dragon (fire)
  Init +5; Senses dragon senses; Perception +14
  Aura fire (5 ft., 1d6 fire)
  DEFENSE
  AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, 
  –1 size)
  hp 115 (11d12+44)
  Fort +11, Ref +8, Will +8
  Defensive Abilities ferocity; Immune fire, paralysis, 
  sleep
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +17 (2d6+10 plus 3 fire), 2 claws +17 
  (1d8+7), 2 wings +12 (1d6+3), tail slap +12 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks blazing heat, breath weapon (80-ft. 
  line, 6d8 fire and slashing, DC 19), eater of metal
  Spell-Like Abilities (CL 11th; concentration +12)
  At will—sundering shards
  Spells Known (CL 1st; concentration +2)
  1st (4/day)—grease (DC 12), mage armor
  0 (at will)—detect magic, mage hand, message, 
  read magic
  STATISTICS
  Str 25, Dex 12, Con 19, Int 12, Wis 13, Cha 12
  Base Atk +11; CMB +19; CMD 30
  Conflict Dragon, wrath
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Fire aura, immune to fire, vulnerable to cold 
  —
  Very young 
  Sundering shards 
  —
  Young 
  Blazing heat, ferocity 
  1st
  Juvenile 
  Apocalyptic presence, molten orb 
  3rd
  Young adult 
  DR 2/adamantine, shatter weapons, spell resistance 
  5th
  Adult 
  Ash storm 
  7th
  Mature adult 
  DR 5/adamantine 
  9th
  Old 
  Fiery bite, volcanic storm 
  11th
  Very old 
  DR 10/adamantine 
  13th
  Ancient 
  Molten spray, sirocco 
  15th
  Wyrm 
  DR 15/adamantine 
  17th
  Great wyrm 
  Fire storm 
  19th
  
  monsters of NeoExodus:  
  dragons
  14
  Feats Flyby Attack, Furious Focus, Improved Initiative, 
  Improved Sunder, Power Attack
  Skills Fly +9, Intimidate +15, Knowledge (arcana) +15, 
  Perception +15, Sense Motive +15, Stealth +11, Survival 
  +15
  Languages Common, Draconic, Ignan
  ADULT WRATH DRAGON 
  CR 14
  XP 38,400
  CE Huge dragon (fire)
  Init +4; Senses dragon senses; Perception +23
  Auras apocalyptic (180 ft., DC 21), fire (5 ft., 2d6 fire) 
  DEFENSE
  AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
  hp 212 (17d12+102)
  Fort +18, Ref +10, Will +15
  Defensive Abilities ferocity, shatter weapons; DR 2/
  adamantine; Immune fire, paralysis, sleep; SR 25
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +25 (2d8+15 plus 6 fire), 2 claws +25 
  (2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks blazing heat, breath weapon (100-ft. 
  line, 12d8 fire and slashing, DC 24), crush, eater of metal
  Spell-Like Abilities (CL 17th; concentration +20) 
  At will—ash storm, molten orb, sundering shards (DC 14) 
  Spells Known (CL 7th; concentration +10)
  3rd (5/day)—arcane sight, slow (DC 16)
  2nd (7/day)—blur, pyrotechnics (DC 15), web (DC 15)
  1st (7/day)—disguise self, ray of enfeeblement (DC 14), 
  protection from good, shield, true strike
  0 (at will)—detect magic, mage hand, read magic, 
  resistance, spark
  STATISTICS
  Str 31, Dex 10, Con 23, Int 16, Wis 17, 
  Cha 16
  Base Atk +17; CMB +29; CMD 39
  Feats Flyby Attack, Furious Focus, 
  Great Fortitude, Hover, Improved 
  Sunder, Improved Initiative, Iron Will, 
  Multiattack, Power Attack
  Skills Appraise +23, Fly +12, Intimidate 
  +23, Knowledge (arcana and planes) 
  +23, Perception +23, Sense Motive +23, 
  Spellcraft +23, Stealth +12
  Languages 
  Abyssal, 
  Common, 
  Draconic, Ignan, Khaynite
  ANCIENT WRATH DRAGON CR 19
  XP 307,200
  CE Gargantuan dragon (fire)
  Init 
  +3; 
  Senses 
  dragon 
  senses; 
  Perception +33
  Auras apocalyptic (300 ft., DC 27), fire (5 
  ft., 3d6 fire)
  DEFENSE
  AC 39, touch 6, flat-footed 39 (–1 Dex, +33 natural, –3 
  size)
  hp 362 (25d12+200)
  Fort +22, Ref +15, Will +21
  Defensive Abilities ferocity, shatter weapons; DR 10/
  adamantine; Immune fire, paralysis, sleep; SR 30
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 40 ft., fly 250 ft. (clumsy)
  Melee bite +35 (4d6+21/19–20 plus 10 fire), 2 claws 
  +35 (2d8+14/19–20), 2 wings +33 (2d6+7), tail slap +33 
  (2d8+21)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks blazing heat, breath weapon (120-
  ft. line, 20d8 fire and slashing, DC 30), crush, eater of 
  metal, fiery bite, tail sweep
  Spell-Like Abilities (CL 25th; concentration +30) 
  At will—ash storm, molten orb, sundering shards (DC 16)
  3/day—sirocco, volcanic storm
  1/day—fire storm (DC 22)
  Spells Known (CL 15th; concentration +20)
  7th (4/day)—greater arcane sight, spell turning
  6th (6/day)—analyze dweomer, force hand, greater 
  dispel magic
  5th (7/day)—dismissal (DC 20), hold monster (DC 20), 
  polymorph, telekinesis (DC 20)
  4th (7/day)—bestow curse (DC 19), dimensional anchor, 
  greater invisibility, wall of fire (DC 19)
  3rd (7/day)—displacement, protection from energy, ray 
  of exhaustion (DC 18), stinking cloud (DC 18)
  2nd (7/day)—eagle’s splendor, mirror image, misdirection 
  (DC 17), scorching ray
  
  monsters of NeoExodus:  
  dragons
  15
  1st (8/day)—comprehend languages, feather fall, mage 
  armor, ray of enfeeblement (DC 16), shield
  0 (at will)—bleed (DC 15), detect magic, ghost sound, 
  mage hand, message, open/close, read  magic, resistance, 
  spark
  STATISTICS
  Str 39, Dex 8, Con 27, Int 20, Wis 21, Cha 20
  Base Atk +25; CMB +43; CMD 52
  Feats Flyby Attack, Hover, Improved Critical (bite), 
  Improved Critical (claws), Improved Initiative, Improved 
  Sunder, Improved Vital Strike, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack, Vital Strike, 
  Wingover
  Skills Appraise +33, Fly +13, Intimidate +33, Knowledge 
  (arcana, nature, and planes) +33, Perception +33, Sense 
  Motive +33, Spellcraft +33, Stealth +15, Use Magic 
  Device +33
  Languages Abyssal, Common, Draconic, Giant, Ignan, 
  Infernal, Khaynite
  Wrath dragons revel in destruction and carnage. They will 
  often incite warlike peoples into provoking and attacking 
  their neighbors. Sometimes they do this through threat of 
  violence, but at other times they offer their aid. A wrath 
  dragon ally is a fickle and dangerous thing, though; 
  often they will turn on their allies at the end of a battle, 
  destroying them and taking all the spoils for themselves. 
  Wrath dragons prefer lairs in hill- or mountainside caves, 
  especially in areas of volcanic activity. Their treasure 
  often contains implements of war, typically those that are 
  cunningly crafted, enchanted, or uniquely dangerous.
  STELLAR DRAGONS
  Born in the vastness of the cosmos and bearing the mystery 
  and majesty of creation in their very beings,
  stellar dragons strive to keep the universe in harmony. 
  This goal often puts them into opposition with conflict 
  dragons. However, this does not always make them allies 
  of those preyed upon by conflict dragons. Stellar dragons, 
  though many are good and noble, take a broad view of 
  things: individual lives, settlements, even kingdoms, all 
  are impermanent in the outlook of a stellar dragon, and 
  sacrificing such things for the greater good is well within a 
  stellar dragon’s allowances in order to preserve the natural 
  order from corruption.
  STELLAR DRAGON, GRAVITY
  This broad, stocky dragon has scales of dark gray, with 
  an underbelly of midnight blue. Its dead black eyes sit 
  beneath twin crests of bone.
  GRAVITY DRAGON
  LN dragon (earth)
  BASE STATISTICS
  CR 4; Size Small; Hit Dice 5d12
  Speed 40 ft., burrow 20 ft.
  Deflection +1; Natural Armor +4; Breath Weapon 
  cone, 2d6 bludgeoning
  Str 14, Dex 16, Con 15, Int 8, Wis 11, Cha 10
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Alien Presence (Su): A gravity dragon’s alien presence 
  causes any opponent that fails its save to be slowed (or 
  paralyzed for creatures with 4 or fewer Hit Dice) for 5d6 
  rounds.
  Breath Weapon (Su): A gravity dragon’s breath causes 
  massive increases in gravity within its area of effect, 
  crushing creatures and causing bludgeoning damage. 
  In addition, any creature that fails its Reflex save against 
  the breath weapon is treated as if in an area of double 
  gravity. Creatures affected in this way move at half 
  speed, can jump only half as high or far, and can 
  only lift half as much. This effect lasts a number of 
  rounds equal to the dragon’s Hit Dice, or half that on a 
  successful Reflex save.
  Crushing Force (Ex): A gravity dragon of young age 
  or older can strike foes with massive force. The gravity 
  dragon’s bite, crush, tail slap, and tail sweep attacks 
  deal damage as if the dragon were one size category 
  larger.
  Gravitational Field (Su): The gravitational field around 
  a gravity dragon is fluctuating and unpredictable. 
  Convert a third of its natural armor bonus from its age 
  category (rounded down) to a deflection bonus.
  Immunity to Gravity Effects (Su): Gravity dragons 
  are immune to any effects related to gravity, including 
  the negative effects of heavy gravity and spells such as 
  reverse gravity.
  Singularity (Su): Three times per day, a gravity dragon 
  of old age or older can concentrate its breath weapon 
  into a single point in space at up to twice its normal 
  range. The singularity pulls all unattended objects and 
  creatures weighing less than 1,000 pounds toward the 
  singularity from a radius of twice the breath weapon’s 
  range, crushing and battering them. This deals damage 
  equal to the breath weapon’s normal damage. If a 
  creature can hang on to something solid, it can make 
  a Reflex save to secure itself, taking half damage 
  and remaining in its original location for the rest of 
  the round. The singularity lasts for one round before 
  vanishing, affecting any creatures that enter its area of 
  effect during that round. When the singularity vanishes, 
  any creatures and objects that did not succeed on the 
  save fall prone in a square adjacent to the singularity’s 
  origin.
  
  monsters of NeoExodus:  
  dragons
  16
  Spell-Like Abilities (Sp): A gravity dragon gains the 
  following spell-like abilities, usable at will (unless 
  indicated otherwise) upon reaching the listed age 
  category. Very young—ant haul; juvenile—stone call; 
  adult—greater thunderstomp; old—gravity sphere (3/
  day); ancient—reverse gravity (3/day); great wyrm—
  implosion (1/day).
  YOUNG GRAVITY DRAGON 
  CR 8
  XP 4,800
  LN Large dragon (earth)
  Init +6; Senses dragon senses; Perception +10
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+2 deflection, +2 Dex, 
  +8 natural, –1 size)
  hp 94 (9d12+36)
  Fort +10, Ref +8, Will +7
  Immune gravity effects, paralysis, sleep
  OFFENSE
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +14 (2d8+9), 2 claws +14 (1d8+6), 2 wings 
  +9 (1d6+3), tail slap +9 (2d6+9)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 6d6 
  bludgeoning plus heavy gravity, DC 19)
  Spell-Like Abilities (CL 9th; concentration +10) 
  At will—ant haul
  Spells Known (CL 1st; concentration +2)
  1st (4/day)—feather fall, true strike
  0 (at will)—detect magic, detect poison, mage hand, read 
  magic
  STATISTICS
  Str 22, Dex 14, Con 19, Int 10, Wis 13, Cha 12
  Base Atk +9; CMB +16; CMD 28
  Feats Flyby Attack, Hover, Improved Initiative, Power 
  Attack, Vital Strike
  Skills Bluff +10, Fly +5, Knowledge (planes) +9, 
  Perception +10, Sense Motive +10, Spellcraft +9
  Languages Common, Draconic
  SQ no breath, starflight
  ADULT GRAVITY DRAGON 
  CR 12
  XP 19,200
  LN Huge dragon (earth)
  Init +5; Senses dragon senses; Perception +20
  Aura alien presence (180 ft., DC 20)
  DEFENSE
  AC 28, touch 14, flat-footed 27 (+5 deflection, +1 Dex, 
  +14 natural, –2 size)
  hp 187 (15d12+90)
  Fort +15, Ref +10, Will +12
  DR 5/magic; Immune gravity effects, paralysis, sleep; 
  SR 23
  OFFENSE
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +21 (4d6+13/19–20), 2 claws +21 (2d6+9), 2 
  wings +19 (1d8+4), tail slap +19 (2d8+13)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 12d6 
  bludgeoning, DC 23), crush (4d6)
  Spell-Like Abilities (CL 14th; concentration +17)
  At will—ant haul, greater thunderstomp, stone call
  Spells Known (CL 7th; concentration +10)
  3rd (5/day)—dispel magic, protection from energy
  2nd (7/day)—invisibility, shatter (DC 15), whispering 
  wind
  1st (7/day)—alarm, charm person (DC 14), feather fall, 
  identify, protection from chaos
  0 (at will)—detect magic, mage hand, message, read 
  magic, resistance
  STATISTICS
  Str 28, Dex 12, Con 23, Int 14, Wis 17, Cha 16
  Base Atk +14; CMB +25; CMD 36
  Stellar Dragon, Gravity
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Gravitational field, immune to gravity effects 
  —
  Very young 
  Ant haul 
  —
  Young 
  Crushing force 
  1st
  Juvenile 
  Alien presence, stone call 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Greater thunderstomp 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Gravity sphere, singularity 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Reverse gravity 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Implosion 
  19th
  
  monsters of NeoExodus:  
  dragons
  17
  Feats Flyby Attack, Hover, 
  Improved 
  Critical 
  (bite), 
  Improved Initiative, Multiattack, 
  Power 
  Attack, Vital 
  Strike 
  Skills Bluff +20, Fly +10, 
  Knowledge (arcana and planes) 
  +19, Perception +20, Sense 
  Motive +20, Spellcraft +19, Use 
  Magic Device +20
  Languages Common, Draconic, 
  Giant, Terran
  SQ no breath, starflight
  ANCIENT GRAVITY 
  DRAGON 
  CR 17
  XP 102,400
  LN Gargantuan dragon (earth)
  Init +3; Senses dragon senses; 
  Perception +30
  Aura alien presence (300 ft., DC 
  26)
  DEFENSE
  AC 36, touch 14, flat-footed 36 (+9 deflection, –1 Dex, 
  +22 natural, –4 size)
  hp 333 (23d12+184)
  Fort +21, Ref +15, Will +20
  DR 15/magic; Immune gravity effects, paralysis, sleep; 
  SR 28
  OFFENSE
  Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
  Melee bite +35 (4d8+19/19–20), 2 claws +35 (2d8+13), 
  2 wings +33 (2d6+6), tail slap +33 (4d6+19)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 20d6 
  bludgeoning, DC 29), crush, singularity, tail sweep 
  Spell-Like Abilities (CL 22nd; concentration +27) 
  At will—ant haul, greater thunderstomp, stone call 
  3/day—gravity sphere, reverse gravity (DC 22)
  Spells Known (CL 15th, concentration +20)
  7th (4/day)—deflection, phase door
  6th (6/day)—greater dispel magic, mass suggestion (DC 
  21), shadow walk
  5th (7/day)—dismissal (DC 20), polymorph, teleport, wall 
  of force
  4th (7/day)—charm monster (DC 19), confusion (DC 19), 
  fire shield, resilient sphere (DC 19)
  3rd (7/day)—arcane sight, dispel magic, explosive runes 
  (DC 18), protection from energy
  2nd (7/day)—detect thoughts (DC 17), invisibility, 
  spectral hand, touch of idiocy, whispering wind
  1st (8/day)—alarm, charm person (DC 16), feather fall, 
  shield, true strike
  0 (at will)—arcane mark, detect magic, detect poison, 
  ghost sound, mage hand, message, read magic, 
  resistance, spark
  STATISTICS
  Str 36, Dex 10, Con 27, Int 18, Wis 21, Cha 20
  Base Atk +22; CMB +39; CMD 48
  Feats Flyby Attack, Hover, Improved Critical (bite), 
  Improved Critical (tail slap), Improved Initiative, Iron 
  Will, Lightning Reflexes, Multiattack, Power Attack, Vital 
  Strike, Wingover
  Skills Appraise +29, Bluff +30, Fly +11, Knowledge 
  (arcana and planes) +29, Perception +30, Sense Motive 
  +30, Spellcraft +29, Survival +30, Use Magic Device +30
  Languages Common, Cynean, Draconic, Giant, 
  Sorcerous, Terran
  SQ no breath, starflight
  Gravity dragons are aloof creatures that do not often 
  interact with beings other than dragons. They are fond 
  of exploring worlds with impressive geologic formations 
  and natural landmarks. Their treasure typically consists 
  of gemstones and things crafted of rare and valuable 
  minerals and metals. Gravity dragons’ lairs are typically 
  subterranean, often dug out by the dragon itself.
  STELLAR DRAGON, NEBULA
  The black scales of this lithe dragon shimmer with hints of 
  greens, blues, and golds. Its eyes glow like stars through 
  the glistening cloud that surrounds its form.
  NEBULA DRAGON
  CG dragon
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 6d12
  Speed 50 ft.
  Natural Armor +5; Breath Weapon cone, 2d8 cold 
  plus radiation
  Str 13, Dex 15, Con 12, Int 12, Wis 14, Cha 13
  
  monsters of NeoExodus:  
  dragons
  18
  ECOLOGY
  Environment vacuum
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Alien Presence (Su): A nebula dragon’s alien presence 
  causes any opponent that fails its save to be dazzled 
  (or blinded for creatures with 4 or fewer Hit Dice) for 
  5d6 rounds.
  Cloud Sight (Su): A very young or older nebula 
  dragon’s sight is not impeded by clouds, fog, or mist, 
  whether natural or magical.
  Nebulous Breath (Su): A nebula dragon’s breath 
  weapon is a cloud of dust carrying the chill of the 
  void and its strange radiations. A successful Reflex 
  save halves its cold damage. Creatures that take cold 
  damage are also exposed to radiation (see Technology 
  Guide, Pathfinder Reference Document) and must make 
  Fortitude saves according to the radiation level. The 
  radiation level delivered by a dragon’s nebulous breath 
  depends on its age category as follows: wyrmling—
  low; juvenile—medium; mature adult—high; ancient—
  severe.
  Nebulous Shroud (Ex): All nebula dragons are 
  surrounded by a cloud of minute particles. This cloud 
  intensifies as the dragon ages, granting concealment 
  to nebula dragons of young age and older. A full round 
  of high winds (such as that provided by gust of wind) 
  can temporarily remove the nebulous shroud, which 
  remains dispersed until the wind ends, after which it 
  reforms in 1d4 rounds.
  Spell-Like Abilities (Sp): A nebula dragon gains the 
  following spell-like abilities, usable at will (unless 
  indicated otherwise) upon reaching the listed age 
  category. Very young—obscuring mist; juvenile—
  fog cloud; adult—gaseous form; old—suffocation (3/
  day); ancient—mind fog (3/day); great wyrm—mass 
  suffocation (1/day).
  Suppressive Cloud (Su): Three times per day, a nebula 
  dragon of old age or older can imbue its breath weapon 
  with particles that suppress magic. Any creatures within 
  the area of effect are coated in this dust, which acts as 
  an antimagic field, but only affects those creatures and 
  the gear they carry. Summoned creatures covered in 
  the dust wink out of existence, reappearing when the 
  dust’s effects wear off. However, while a summoned 
  creature is affected by the dust, the duration of its 
  summoning spell continues to elapse. A summoned 
  creature with spell resistance may avoid winking out 
  of existence by making a caster level check (1d20 + 
  the nebula dragon’s Hit Dice). If the check equals or 
  exceeds the summoned creature’s SR, it winks out of 
  existence. Also, resolve this caster level check for any 
  spell effect within the area that is not on a creature or 
  attended object. If this check is equal or greater to 11 + 
  the caster’s level, then the spell effect is dispelled. The 
  dust cannot be washed off, and its effects last for 2d6 
  rounds.
  YOUNG NEBULA DRAGON 
  CR 9
  XP 6,400
  CG Large dragon
  Init +5; Senses cloud sight, dragon senses, see in 
  darkness; Perception +16
  DEFENSE
  AC 21, touch 10, flat-footed 19 (+1 Dex, +11 natural, 
  –1 size)
  hp 105 (10d12+40)
  Fort +10, Ref +8, Will +12
  Defensive Abilities nebulous shroud; Immune cold, 
  paralysis, radiation, sleep
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Stellar Dragon, nebula
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Immune to cold and radiation 
  —
  Very young 
  Obscuring mist 
  —
  Young 
  Nebulous shroud 
  1st
  Juvenile 
  Alien presence, frost fall 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Gaseous form 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Antimagic cloud, suffocation, suppressive cloud 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Mind fog 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Mass suffocation 
  19th
  
  monsters of NeoExodus:  
  dragons
  19
  Melee bite +14 (2d6+7), 2 
  claws +14 (1d8+5), 2 wings +12 
  (1d6+2), tail slap +12 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. 
  with bite)
  Special Attacks breath weapon 
  (40-ft. cone, 6d8 cold plus 
  radiation, DC 18)
  Spell-Like Abilities (CL 10th; 
  concentration +12)
  At will—obscuring mist
  Spells 
  Known 
  (CL 
  1st; 
  concentration +3)
  1st (4/day)—feather fall, shield
  0 (at will)—detect magic, 
  mage hand, read magic, 
  resistance
  STATISTICS
  Str 21, Dex 13, Con 16, Int 14, 
  Wis 16, Cha 15
  Base Atk +10; CMB +16; CMD 27
  Feats Hover, Improved Initiative, Iron Will, Multiattack, 
  Toughness
  Skills Bluff +15, Diplomacy +15, Fly +12, Heal +16, 
  Knowledge (arcana) +15, Perception +16, Sense Motive 
  +16, Stealth +14; Racial Modifiers +4 Fly, +4 Stealth
  Languages Aklo, Celestial, Common, Draconic
  SQ no breath, starflight
  ADULT NEBULA DRAGON 
  CR 13
  XP 25,600
  CG Huge dragon
  Init +4; Senses cloud sight, dragon senses, see in 
  darkness; Perception +24
  Aura alien presence (180 ft., DC 22)
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 184 (16d12+80)
  Fort +15, Ref +12, Will +15
  Defensive Abilities nebulous shroud; DR 5/magic;
  Immune cold, paralysis, radiation, sleep; SR 24
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +22 (2d8+12), 2 claws +22 (2d6+8/19–20), 2 
  wings +20 (1d8+4), tail slap +20 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 12d6 cold 
  plus radiation, DC 23), crush (2d8)
  Spell-Like Abilities (CL 16th; concentration +20)
  At will—frost fall, obscuring mist, gaseous form
  Spells Known (CL 7th, concentration +11)
  3rd (5/day)—aura sight, elemental aura (DC 17)
  2nd (7/day)—alter self, dust of twilight, glide
  1st (7/day)—comprehend languages, feather fall, magic 
  missile, shield, true strike
  0 (at will)—detect magic, ghost sound, mage hand, 
  message, open/close, read magic, resistance
  STATISTICS
  Str 27, Dex 11, Con 20, Int 18, Wis 20, Cha 19
  Base Atk +16; CMB +26; CMD 36
  Feats Flyby Attack, Hover, Improved Critical (bite), 
  Improved Initiative, Lightning Reflexes, Multiattack, 
  Vital Strike, Wingover
  Skills Bluff +23, Diplomacy +23, Fly +15, Heal +24, 
  Knowledge (arcana) +23, Perception +24, Sense Motive 
  +24, Stealth +15, Spellcraft +23, Use Magic Device +24; 
  Racial Modifiers +4 Fly, +4 Stealth
  Languages Aklo, Auran, Celestial, Common, Draconic, 
  Terran
  SQ no breath, starflight
  ANCIENT NEBULA DRAGON 
  CR 18
  XP 153,600
  CG Gargantuan dragon
  Init +3; Senses cloud sight, dragon senses, see in 
  darkness; Perception +7
  Aura alien presence (300 ft., DC 28)
  DEFENSE
  AC 36, touch 5, flat-footed 36 (–1 Dex, +31 natural, –4 
  size)
  hp 300 (24d12+144)
  Fort +21, Ref +15, Will +21
  Defensive Abilities nebulous shroud; DR 15/magic; 
  Immune cold, paralysis, radiation, sleep; SR 29
  OFFENSE
  Speed 50 ft., fly 250 ft. (clumsy)
  Melee bite +32 (4d6+18/19–20), 2 claws +32 
  (2d8+12/19–20), 2 wings +30 (2d6+6), tail slap +30 
  (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  
  monsters of NeoExodus:  
  dragons
  20
  Special Attacks breath weapon (60-ft. cone, 20d8 cold 
  plus radiation, DC 29), crush , suppressive cloud, tail 
  sweep 
  Spell-Like Abilities (CL 24th; concentration +30)
  At will—frost fall, obscuring mist, gaseous form
  3/day—quickened mind fog (DC 21), suffocation (DC 21)
  Spells Known (CL 15th; concentration +21)
  7th (4/day)—prismatic spray (DC 23), spell turning
  6th (7/day)—freezing sphere (DC 22), greater dispel 
  magic, mislead (DC 22)
  5th (7/day)—break enchantment, feeblemind (DC 21), 
  icy prison (DC 21), hold monster (DC 21)
  4th (7/day)—adjustable polymorph, dimension door, 
  eyes of the void, wandering star motes (DC 20)
  3rd (7/day)—arcane sight, aura sight, elemental aura 
  (DC 19), slow (DC 19)
  2nd (8/day)—alter self, darkness, dust of twilight, glide, 
  glitterdust (DC 18) 
  1st (8/day)—comprehend languages, feather fall, magic 
  missile, shield, true strike
  0 (at will)—dancing lights, detect magic, ghost sound, 
  mage hand, message, open/close, read magic, resistance, 
  sift
  STATISTICS
  Str 35, Dex 9, Con 24, Int 22, Wis 24, Cha 23
  Base Atk +24; CMB +40; CMD 49
  Feats Flyby Attack, Hover, Improved Critical (bite), 
  Improved Critical (claws), Improved Initiative, Improved 
  Vital Strike, Lightning Reflexes, Multiattack, Power 
  Attack, Quicken Spell-Like Ability (mind fog), Vital Strike, 
  Wingover
  Skills Appraise +33, Bluff +33, Diplomacy +33, Fly 
  +16, Knowledge (arcana, history, and nature) +33, 
  Perception +34, Sense Motive +34, Spellcraft +33, 
  Stealth +14, Use Magic Device +33; Racial Modifiers 
  +4 Fly, +4 Stealth
  Languages Aklo, Aquan, Auran, Celestial, Common, 
  Draconic, Ignan, Terran
  SQ no breath, starflight
  Nebula dragons are enigmatic creatures prone to wandering 
  the galaxy in search of beauty and wonder. Though not 
  typically hostile to other creatures, nebula dragons are 
  often oblivious to the needs and desires of others and may 
  unintentionally cause them distress in pursuit of their own 
  goals. A nebula dragon’s treasure normally consists of 
  things that are rare, beautiful, and odd.
  STELLAR DRAGON, PULSAR
  The scales of this impressive dragon are bluish-silver, and 
  they flicker and pulse with flashes of deeper blues and 
  violets.
  PULSAR DRAGON
  NG dragon (fire)
  BASE STATISTICS
  CR 6; Size Small; Hit Dice 7d12
  Speed 50 ft.
  Natural Armor +4; Breath Weapon line, 2d8 fire plus 
  blindness
  Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 15 
  ECOLOGY
  Environment vacuum
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Alien Presence (Su): A pulsar dragon’s alien presence 
  causes any opponent that fails its save to be dazzled (or 
  fascinated for creatures with 4 or fewer Hit Dice) for 5d6 
  rounds. Any effects with the darkness descriptor and a 
  caster level of less half the dragon’s age category are 
  suppressed while within the aura.
  Blazing Breath (Su): The breath weapon of a young or 
  older pulsar dragon affects creatures that are normally 
  immune or resistant to fire. A creature immune to fire 
  damage takes half damage from the breath weapon 
  (no damage with a successful saving throw). A resistant 
  creature’s fire resistance is treated as 10 less than 
  normal.
  Bright Claws (Ex): A pulsar dragon’s natural weapons 
  are treated as good for purposes of overcoming 
  damage reduction.
  Laser Breath (Su): A pulsar dragon’s breath weapon 
  is a highly focused beam of bright, burning light. 
  Any creature that takes damage from the breath 
  weapon must also make a Fortitude saving throw 
  or be permanently blinded. Constructs, undead, and 
  creatures without eyes are immune to this effect. The 
  breath weapon passes through force effects, such as 
  a wall of force, and affects creatures beyond it without 
  damaging the force effect. Glass objects and other 
  transparent barriers do not protect against the dragon’s 
  laser breath, but such a barrier does take damage from 
  the breath weapon passing through it. Fog, smoke, 
  and other clouds provide a cover bonus to the saving 
  throws of creatures within them. Darkness, magical 
  or otherwise, does not affect laser breath. Invisible 
  creatures are immune to damage and effects caused 
  by laser breath.
  Pulsing Blast (Su): An old or older pulsar dragon can 
  use its breath weapon in shorter, pulsing bursts. As a 
  full-round action, the dragon can breath two or three 
  times during the round, each breath aimed in the 
  direction of the dragon’s choice. If the dragon produces 
  two blasts, each blast has half its normal range and 
  inflicts half its normal damage. If the dragon produces 
  three blasts, each blast has a third of its normal range 
  (rounding down), and the dragon may divide the 
  damage dice of its breath weapon between the blasts 
  as it sees fit, though no one blast may do more than 
  half damage. The DC for each blast remains the same.
  
  monsters of NeoExodus:  
  dragons
  21
  Spell-Like Abilities (Sp): A pulsar dragon gains the 
  following spell-like abilities, usable at will (unless 
  indicated otherwise) upon reaching the listed age 
  category. Very young—faerie fire; juvenile—searing 
  light; adult—daylight; old—wandering star motes (3/
  day); ancient—sunbeam (3/day); great wyrm—sunburst 
  (1/day).
  Sunborn (Ex): Pulsar dragons are immune to the 
  effects of spells with the light or pattern descriptors.
  YOUNG PULSAR DRAGON 
  CR 10
  XP 9,600
  NG Large dragon (fire)
  Init +6; Senses dragon senses, see in darkness; 
  Perception +14
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+2 Dex, +10 natural, 
  –1 size)
  hp 115 (11d12+44)
  Fort +12, Ref +11, Will +8
  Immune fire, light, paralysis, patterns, sleep
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +16 (2d6+9), 2 claws +16 (1d8+6), 2 wings 
  +14 (1d6+3), tail slap +14 (1d8+9)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks blazing breath, breath weapon (80-ft. 
  line, 6d8 fire plus blindness, DC 18), bright claws
  Spell-Like Abilities (CL 11th; concentration +14)
  At will—faerie fire
  Spells Known (CL 1st; concentration +4)
  1st (4/day)—mage armor, true strike
  0 (at will)—detect magic, mage hand, resistance, spark
  STATISTICS
  Str 22, Dex 15, Con 16, Int 15, Wis 12, Cha 17
  Base Atk +11; CMB +18; CMD 30
  Feats Flyby Attack, Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Multiattack, Toughness
  Skills Diplomacy +17, Fly +10, Intimidate +17, 
  Knowledge (nature and planes) +16, Perception +15, 
  Sense Motive +15
  Languages Common, Draconic, Ignan
  SQ no breath, starflight
  ADULT PULSAR DRAGON 
  CR 14
  XP 38,400
  NG Huge dragon (fire)
  Init +5; Senses dragon senses, see in darkness; 
  Perception +23
  Aura alien presence (180 ft., DC 23)
  DEFENSE
  AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, –2 
  size)
  hp 195 (17d12+85)
  Fort +15, Ref +13, Will +15
  DR 5/magic; Immune fire, light, paralysis, patterns, 
  sleep; SR 25
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +26 (2d8+13), 2 claws +26 (2d6+9), 2 wings 
  +24 (1d8+4), tail slap +24 (2d6+13)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks blazing breath, breath weapon (100-
  ft. line, 12d8 fire plus blindness, DC 23), bright claws, 
  crush (2d8)
  Spell-Like Abilities (CL 17th; concentration +22)
  At will—daylight, faerie fire, searing light
  Spells Known (CL 7th; concentration +12)
  3rd (5/day)—arcane sight, dispel magic
  2nd (7/day)—alter self, mirror image, scorching ray
  1st (8/day)—alarm, feather fall, grease (DC 16), shield, 
  true strike
  Stellar Dragon, pulsar
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Immune to fire, sunborn, vulnerable to cold 
  —
  Very young 
  Faerie fire 
  —
  Young 
  Blazing breath 
  1st
  Juvenile 
  Alien presence, searing light 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Daylight 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Pulsing blast, wandering star motes 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Sunbeam 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Sunburst 
  19th
  
  monsters of NeoExodus:  
  dragons
  22
  0 (at will)—dancing lights, detect magic, light, mage 
  hand, read magic, resistance, spark
  STATISTICS
  Str 28, Dex 13, Con 20, Int 19, Wis 16, Cha 21 
  Base Atk +17; CMB +28; CMD 39
  Feats Cleave, Flyby Attack, Hover, Improved Initiative, 
  Iron Will, Lightning Reflexes, Multiattack, Power Attack, 
  Vital Strike
  Skills Diplomacy +25, Fly +13, Intimidate +25, 
  Knowledge (arcana, nature, and planes) +24, Perception 
  +23, Sense Motive +23, Spellcraft +24, Use Magic 
  Device +25
  Languages Celestial, Common, Cynean, Draconic, 
  Ignan, Sorcerous
  SQ no breath, starflight
  ANCIENT PULSAR DRAGON 
  CR 19
  XP 204,800
  NG Gargantuan dragon
  Init +4; Senses dragon senses, see in darkness; 
  Perception +33
  Aura alien presence (300 ft., DC 29)
  DEFENSE
  AC 37, touch 6, flat-footed 37 (+31 natural, –4 size)
  hp 337 (25d12+175)
  Fort +21, Ref +16, Will +21
  DR 15/magic; Immune fire, light, paralysis, patterns, 
  sleep; SR 30
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 50 ft., fly 250 ft. (clumsy)
  Melee bite +34 (4d6+19/19–20), 2 claws +34 
  (2d8+13/19–20), 2 wings +32 (2d6+6), tail slap +32 
  (2d8+19)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks blazing breath, 
  breath weapon (60-ft. cone, 20d8 
  fire plus blindness, DC 29), bright 
  claws, crush (4d6), tail sweep 
  (2d6)
  Spell-Like 
  Abilities 
  (CL 
  25th; 
  concentration 
  +32) 
  At 
  will—daylight, 
  faerie 
  fire, quickened searing light 
  3/day—sunbeam 
  (DC 
  24), 
  wandering star motes (DC 21)
  Spells 
  Known 
  (CL 
  15th; 
  concentration +22)
  7th (5/day)—delayed blast fireball 
  (DC 24), greater teleport
  6th (6/day)—analyze dweomer, 
  greater 
  dispel 
  magic, 
  mass 
  suggestion (DC 23)
  5th 
  (6/day)—contact 
  other 
  plane, dominate person (DC 22), 
  persistent image (DC 22), wall of 
  force
  4th (6/day)—adjustable polymorph, fire shield, scrying, 
  shout (DC 21)
  3rd (8/day)—arcane sight, dispel magic, elemental aura 
  (DC 20), protection from energy
  2nd (8/day)—arcane lock, false life, glide, pyrotechnics 
  (DC 19), web (DC 19)
  1st (8/day)—comprehend languages, feather fall, mage 
  armor, ray of enfeeblement (DC 18), shield
  0 (at will)—dancing lights, detect magic, light, mage 
  hand, message, open/close, read magic, resistance,  spark
  STATISTICS
  Str 36, Dex 11, Con 24, Int 23, Wis 20, Cha 25 
  Base Atk +25; CMB +42; CMD 52
  Feats Cleave, Flyby Attack, Great Cleave, Hover, 
  Improved Critical (bite), Improved Critical (claws), 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Multiattack, Quicken Spell-Like Ability (searing light), 
  Vital Strike, Wingover
  Skills Appraise +34, Diplomacy +35, Fly +14, Intimidate 
  +35, Knowledge (arcana, history, nature, and planes) 
  +34, Perception +33, Sense Motive +33, Spellcraft +34, 
  Use Magic Device +35
  Languages Aklo, Celestial, Common, Cynean, Draconic, 
  Ignan, Prymidian, Sorcerous
  SQ no breath, starflight
  Pulsar dragons are brash and proud creatures that do not 
  shrink from a fight. Though noble of spirit, they are quick 
  to anger and once committed to the fray they are difficult 
  to placate. They loathe wrath dragons more than any other 
  creature, and are quick to destroy one or make it flee if 
  encountered. Pulsar dragons enjoy lairs that are open to 
  the sky, and the bulk of one’s hoard is composed of bright 
  metals and clear crystal objects.
  
  monsters of NeoExodus:  
  dragons
  23
  STELLAR DRAGON, SUPERNOVA
  This dragon’s scales are orange-gold and radiate a barely 
  contained energy. White-hot light blazes from its eyes and 
  mouth.
  SUPERNOVA DRAGON
  CG dragon (fire)
  BASE STATISTICS
  CR 6; Size Small; Hit Dice 7d12
  Speed 50 ft.
  Natural Armor +5; Breath Weapon cone, 2d10 
  electricity and fire
  Str 16, Dex 17, Con 16, Int 13, Wis 12, Cha 13 
  ECOLOGY
  Environment vacuum
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Alien Presence (Su): A supernova dragon’s alien 
  presence causes any opponent that fails its save to be 
  affected by heat metal for 7d4 rounds. Affected metal 
  objects become searing hot for all rounds of the effect’s 
  duration, except the first and last two. While within the 
  aura, any creatures with the cold subtype suffer a –2 
  penalty on all saving throws against effects with the 
  fire descriptor.
  Incinerate (Su): A great wyrm supernova dragon can 
  incinerate creatures with its plasma breath. A creature 
  reduced to fewer than 0 hit points by its breath must 
  make a Fortitude save (using the breath weapon’s DC). 
  On failure, the creature is reduced to ash. Creatures 
  destroyed in this way can only be restored to life 
  through true resurrection or similar magic.
  Nova Blast (Su): Three times per day, an old or older 
  supernova dragon can unleash its plasma breath in a 
  radius, twisting its long neck to blast all around. Instead 
  of affecting a cone, the dragon’s breath weapon affects 
  an area around the dragon with a radius equal to half 
  the range of the cone.
  Superheated Plasma (Su): A young or older supernova 
  dragon’s breath weapon affects creatures that are 
  normally immune or resistant to fire or electricity. A 
  creature immune to fire or electrical damage takes 
  half damage from the portion of the breath weapon 
  to which it is normally immune (no damage with a 
  successful saving throw). A resistant creature’s fire 
  resistance and electrical resistance are treated as 10 
  less than normal. Young supernova dragons with this 
  ability ignore hardness of 6 or less when damaging 
  items or constructs, and this ignoring of hardness 
  increases by one per older age category (maximum 15 
  hardness at great wyrm age).
  Spell-Like Abilities (Sp): A supernova dragon 
  gains the following spell-like abilities, usable at 
  will (unless indicated otherwise) upon reaching 
  the listed age category. Very young—flare burst; 
  juvenile—burning gaze; adult—fireball; old—ball 
  lightning (3/day); ancient—contagious flame (3/
  day); great wyrm—meteor swarm (1/day). Spell-
  like abilities that normally deal either electrical 
  or fire damage deal equal parts fire and electrical 
  damage.
  YOUNG SUPERNOVA DRAGON 
  CR 10
  XP 9,600
  CG Large dragon (fire)
  Init +6; Senses dragon senses, see in darkness; 
  Perception +16
  DEFENSE
  AC 22, touch 9, flat-footed 20 (+2 Dex, +11 natural, –1 
  size)
  hp 126 (11d12+55)
  Fort +12, Ref +9, Will +11
  Stellar Dragon, Supernova
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Immune to electricity and fire 
  —
  Very young 
  Flare burst 
  —
  Young 
  Superheated plasma 
  1st
  Juvenile 
  Alien presence, scorching ray 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Fireball 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Ball lightning, nova blast 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Contagious flame 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Incinerate, meteor swarm 
  19th
  
  monsters of NeoExodus:  
  dragons
  24
  Immune electricity, fire, paralysis, sleep
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +17 (2d6+10), 2 claws +17 (1d8+7), 2 wings 
  +15 (1d6+3), tail slap +15 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 6d10 
  electricity and fire, DC 20), superheated plasma
  Spell-Like Abilities (CL 11th; concentration +13)
  At will—flare burst (DC 13)
  Spells Known (CL 1st; concentration +3)
  1st (4/day)—feather fall, true strike
  0 (at will)—detect magic, mage hand, resistance, read 
  magic
  STATISTICS
  Str 24, Dex 15, Con 20, Int 15, Wis 14, Cha 15
  Base Atk +11; CMB +19; CMD 31
  Feats Flyby Attack, Hover, Improved Initiative, Iron Will, 
  Multiattack, Power Attack
  Skills Bluff +16, Diplomacy +16, Fly +10, Knowledge 
  (nature and religion) +16, Perception +16, Sense Motive 
  +16, Spellcraft +16
  Languages Celestial, Common, Draconic, Ignan
  SQ no breath, starflight
  ADULT SUPERNOVA DRAGON 
  CR 14
  XP 38,400
  CG Huge dragon (fire)
  Init +5; Senses dragon senses, see in darkness; 
  Perception +24
  Aura alien presence (180 ft., DC 22)
  DEFENSE
  AC 29, touch 8, flat-footed 28 (+1 Dex, +20 natural, –2 
  size)
  hp 229 (17d12+119)
  Fort +17, Ref +13, Will +14
  DR 5/magic; Immune electricity, 
  fire, paralysis, sleep; SR 25
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +25 (2d8+15/19–20 
  plus grab), 2 claws +25 (2d6+10 
  plus grab), 2 wings +23 (1d8+5), 
  tail slap +23 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. 
  with bite)
  Special Attacks breath weapon 
  (50-ft. cone, 12d10 electricity 
  and fire, DC 25), crush (2d8), 
  superheated plasma
  Spell-Like Abilities (CL 17th; 
  concentration +21)
  At will—fireball (DC 17), flare 
  burst (DC 15), scorching ray
  Spells Known (CL 7th; concentration +11)
  3rd (5/day)—dispel magic, protection from energy
  2nd (7/day)—alter self, detect thoughts (DC 16), 
  invisibility
  1st (7/day)—feather fall, identify, shield, true strike, 
  unseen servant
  0 (at will)—detect magic, mage hand, message, 
  resistance, read magic, spark
  STATISTICS
  Str 30, Dex 13, Con 24, Int 19, Wis 18, Cha 19
  Base Atk +17; CMB +29; CMD 40
  Feats Flyby Attack, Hover, Improved Critical (bite), 
  Improved Initiative, Lightning Reflexes, Multiattack, 
  Power Attack, Snatch, Vital Strike
  Skills Bluff +24, Diplomacy +24, Fly +13, Knowledge 
  (arcana, nature, and religion) +24, Perception +24, 
  Sense Motive +24, Spellcraft +24, Use Magic Device 
  +24
  Languages Aklo, Auran, Celestial, Common, Draconic, 
  Ignan
  SQ no breath, starflight
  ANCIENT SUPERNOVA DRAGON 
  CR 19
  XP 204,800
  CG Gargantuan dragon (fire)
  Init +4; Senses dragon senses, see in darkness; 
  Perception +34
  Aura alien presence (300 ft., DC 28)
  DEFENSE
  AC 38, touch 6, flat-footed 38 (+32 natural, –4 size)
  hp 387 (25d12+225)
  Fort +23, Ref +16, Will +22
  DR 15/magic; Immune electricity, fire, paralysis, sleep; 
  SR 30
  
  monsters of NeoExodus:  
  dragons
  25
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 50 ft., fly 250 ft. (clumsy)
  Melee bite +35 (4d6+21/19–20 plus grab), 2 claws +35 
  (2d8+14 plus grab), 2 wings +33 (2d6+7), tail slap +33 
  (2d8+21)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 
  20d10 electricity and fire, DC 31), crush, nova blast, 
  superheated plasma, tail sweep 
  Spell-Like Abilities (CL 25th; concentration +31)
  At will—fireball (DC 19), flare burst (DC 17), scorching ray
  3/day—ball lightning (DC 20), contagious flame 
  Spells Known (CL 15th; concentration +21)
  7th (4/day)—banishment (DC 23), spell turning
  6th (7/day)—analyze dweomer, forceful hand, greater 
  dispel magic
  5th (7/day)—break enchantment, dismissal (DC 21), 
  feeblemind (DC 21), telekinesis (DC 21)
  4th (7/day)—arcane eye, confusion (DC 20), dimensional 
  anchor, fire shield
  3rd (7/day)—arcane sight, dispel magic, nondetection, 
  protection from energy
  2nd (8/day)—alter self, bear’s endurance, detect thoughts 
  (DC 16), invisibility, pyrotechnics (DC 18)
  1st (8/day)—feather fall, identify, shield, true strike, 
  unseen servant
  0 (at will)—detect magic, light, mage hand, message, 
  open/close, prestidigitation, resistance, read magic, spark
  STATISTICS
  Str 38, Dex 11, Con 28, Int 23, Wis 22, Cha 23
  Base Atk +25; CMB +43; CMD 53
  Feats Critical Focus, Flyby Attack, Hover, Improved 
  Critical (bite), Improved Critical (claws), Improved 
  Initiative, Iron Will, Lightning Reflexes, Multiattack, 
  Power Attack, Snatch, Vital Strike, Wingover
  Skills Appraise +34, Bluff +34, Diplomacy +34, Fly +28, 
  Knowledge (arcana, nature, planes, and religion) +34, 
  Perception +34, Sense Motive +34, Spellcraft +34, Use 
  Magic Device +34
  Languages Aklo, Auran, Celestial, Common, Draconic, 
  Ignan, Prymidian, Sorcerous
  SQ no breath, starflight
  Supernova dragons are the most powerful of the stellar 
  dragons. These fierce warriors never turn from a fight. 
  They are fierce guardians of their territories, destroying 
  or repelling any great evils that attempt to establish 
  themselves nearby. Supernova dragons prefer high, barren 
  peaks for their lairs, or remote asteroids. They collect 
  treasure that is heat-resistant or has high melting points.
  DRAGON LORDS
  Both conflict and stellar dragons pay homage to great 
  dragon lords, paragons of their particular branches of 
  dragonkind. The conflict dragons have Eschaton, the 
  Apocalypse Dragon, the epitome of destruction, chaos, 
  and entropy. Stellar dragons revere Ananta, the Infinity 
  Dragon, who is the living embodiment of the cosmos and 
  guardian of the natural order. These two opposing forces 
  are in constant conflict, if not open warfare, and Ananta 
  is constantly on guard against Eschaton’s destructive 
  agendas.
  DRAGON LORD, APOCALYPSE DRAGON
  This massive dragon has seven heads with ten horns—in 
  pairs or singly—jutting from them, each atop a long, snaky 
  neck. Its scales are twisting patterns of night black, ash 
  gray, and blood red.
  ESCHATON, THE APOCALYPSE DRAGON   CR 25
  XP 1,638,400
  NE Colossal dragon
  Init +5; Senses dragon senses, see in darkness; 
  Perception +44
  Aura apocalyptic (300 ft., DC 36)
  DEFENSE
  AC 43, touch 3, flat-footed 42 (+1 Dex, +50 natural, –8 
  size)
  hp 561 (34d12+340); regeneration 25
  Fort +29, Ref +20, Will +28
  DR 20/good and magic; Immune acid, cold, electricity, 
  fire, paralysis, sleep; SR 36
  OFFENSE
  Speed 40 ft., fly 250 ft. (clumsy)
  Melee 7 bites +42 (4d8+24/19–20), 2 claws +42 
  (4d6+16/19–20), 2 wings +40 (2d8+8), tail slap +40 
  (4d6+24)
  Space 30 ft.; Reach 20 ft. (30 ft. with bites)
  Special Attacks breath weapons (DC 37, see special 
  abilities), crush, rend (2 bites, 4d8+24), tail sweep
  Spell-Like Abilities (CL 34th; concentration +43)
  At will—ash storm, deeper darkness, incendiary cloud
  Spells Known (CL 20th; concentration +29)
  9th (7/day)—cursed earth, storm of vengeance (DC 28), 
  tsunami (DC 28)
  8th (7/day)—earthquake, greater shout (DC 27), 
  incendiary cloud (DC 27)
  7th (7/day)—insanity (DC 26), plague storm (DC 26), 
  scouring winds (DC 26)
  6th (7/day)—acid fog, chain lightning (DC 25), 
  disintegrate (DC 25)
  5th (8/day)—blight (DC 24), cloudkill (DC 24), cone of 
  cold (DC 24)
  4th (8/day)—acid pit (DC 23), bestow curse (DC 23), 
  detonate (DC 23), fear (DC 23)
  3rd (8/day)—arcane sight, cloak of winds, dispel magic, 
  sleet storm
  2nd (8/day)—command undead (DC 21), gust of wind, 
  haunting mists (DC 21), knock, scorching ray
  1st (9/day)—bungle (DC 20), expeditious retreat, grease 
  (DC 20), ray of sickening (DC 20), shield
  
  monsters of NeoExodus:  
  dragons
  26
  0 (at will)—arcane mark, bleed (DC 19), detect magic, 
  detect poison, mage hand, message, open/close, read 
  magic, spark
  STATISTICS
  Str 42, Dex 12, Con 31, Int 25, Wis 24, Cha 29
  Base Atk +34; CMB +58; CMD 69
  Feats Awesome Blow, Cleave, Critical Focus, Flyby 
  Attack, Great Cleave, Hover, Improved Critical (bite, 
  claw), Improved Initiative, Improved Iron Will, Improved 
  Vital Strike, Iron Will, Multiattack, Power Attack, Snatch, 
  Vital Strike, Wingover
  Skills Appraise +46, Fly +22, Intimidate +46, Knowledge 
  (arcana, dungeoneering, history, nature, planes, and 
  religion) +44, Perception +44, Sense Motive +44, 
  Spellcraft +44, Use Magic Device +46
  Languages Abyssal, Celestial, Common, Draconic, 
  Exodite, Infernal, Khaynite, Sorcerous
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Apocalyptic Presence (Ex): Eschaton’s presence brings 
  with it a sense of despair and inevitability. Opponents 
  that fail a Will save against this effect take a –2 penalty 
  on attack rolls, saving throws, ability checks, skill checks, 
  and weapon damage rolls for 5d6 rounds. Creatures 
  with 4 or fewer Hit Dice cower for 5d6 rounds instead. 
  This saving throw is Charisma-based.
  Regeneration (Su): Eschaton’s regeneration can only 
  be suppressed by destroying all seven heads—he 
  regenerates even if disintegrated or slain by a death 
  effect. If Eschaton fails a save against an effect that 
  would kill him instantly, he rises from death 3 rounds 
  later with 1 hit point if no further damage is inflicted 
  upon his remains; Eschaton’s body must be killed before 
  any of the heads regenerate. Each head can withstand 
  40 hit points of damage before being destroyed. This 
  damage applies to Eschaton’s total hit points. Eschaton 
  cannot use any attacks associated with a destroyed 
  head, but takes no other penalties. The means for 
  destroying each head are detailed in its description.
  Seven Heads (Su): Each of Eschaton’s seven heads 
  bears horns; three have two horns apiece, and the 
  others sport a single horn each. Initially, all of Eschaton’s 
  heads were alike, but the powers that tie the dragon 
  lord to existence cause a regenerated head to change, 
  bearing some aspect of whatever destroyed it. Three 
  of Eschaton’s seven heads have been changed in this 
  fashion. The others will change accordingly should they 
  ever be destroyed, developing whatever aspects the 
  GM decides to give them. The following descriptions 
  detail the abilities of Eschaton’s seven heads.
  
  monsters of NeoExodus:  
  dragons
  27
  Four Original Heads: These four heads have never been 
  destroyed. Each of these heads can breathe either a 
  70-foot cone of cold or fire or a 140-foot line of acid or 
  electricity. The breath weapons from these heads deal 
  34d10 damage of the appropriate energy (half on a 
  successful Reflex save). Only one of Eschaton’s heads 
  can use a breath weapon in a given round. Eschaton’s 
  cold breath also staggers those caught in the area of 
  effect for 3d6 rounds (1 round on a successful save). 
  His fire breath sets opponents on fire for 1d4 rounds, 
  dealing an additional 5d6 fire damage each round until 
  extinguished or until the affected creature succeeds 
  on a Reflex save. Eschaton’s acid breath also sickens 
  targets for 3d6 rounds (1 round on a successful save). 
  His electrical breath also stuns targets for 2d4 rounds 
  (staggers for 1 round on a successful save).
  Aberrant Head: This head sports multiple eyes, with 
  amorphous pupils and tentacles writhing about its 
  lamprey-like mouth. The scales of the head and neck are 
  a strange purplish-red and glisten with slime. Eschaton 
  can breathe a cone of mutating slime that inflicts 34d8 
  acid damage and mutates living creatures into twisted, 
  aberrant forms. Each round, the mutated creature must 
  make a successful Fortitude save or take 1d4 points 
  of Strength, Dexterity, and Constitution damage. A 
  successful Reflex save halves the acid damage. The 
  ooze also attacks and warps the mind. Each round, a 
  mutated creature must make a Will save or be confused 
  for 1 round. The mutating effects of this breath weapon 
  do not affect creatures immune to polymorph effects.
  Mechanical Head: This head and neck are cunningly 
  crafted of steel and brass, with glittering jewels for 
  eyes. The teeth are forged of adamantine, so they 
  bypass hardness and DR accordingly. The identity of 
  who forged this new appendage for Eschaton has been 
  lost to time. The mechanical head can breathe a cone 
  of superheated poisonous steam that does 34d8 fire 
  damage. The poison is DC 37 but otherwise functions 
  as purple worm poison.
  Spectral Head: This head and neck are a translucent, 
  glowing green, an apparition attached to flesh and 
  bone. Bite attacks from this head are resolved as 
  incorporeal touch attacks, but this bite attack cannot 
  be used for Eschaton’s rend ability. Against incorporeal 
  creatures, bite attacks from this head are resolved 
  as normal melee attacks, and they can damage 
  incorporeal creatures not immune to the damage. Like 
  damage dealt by an actual ghost, the damage inflicted 
  by the spectral head takes the form of physical wounds 
  and effects from supernatural aging. Creatures immune 
  to magical aging are immune to this damage, but 
  otherwise the damage bypasses all forms of damage 
  reduction. This head can breathe a cone of negative 
  energy that inflicts 34d8 damage. Creatures damaged 
  by this breath weapon are also slowed for 5d6 rounds. 
  A successful Reflex halves the damage and means the 
  target is staggered for 1 round instead of slowed.
  Eschaton is the embodiment of the end times, a physical 
  personification of universal calamity. The threat of 
  apocalypse looms everywhere, and Eschaton actively 
  works to bring it about. Other worlds have fallen before 
  the onslaught of cataclysms wrought by the Apocalypse 
  Dragon and his conflict dragon followers. He seems to 
  have a sense of when worlds are teetering at the brink, and 
  arrives as either the harbinger or the final arbiter of such 
  earthshattering events.
  ESCHATON, MYTHIC VERSION
  Eschaton is a mighty creature, perhaps even a minor 
  divine being. Presented here is a mythic version of the 
  New Heads for Eschaton
  Eschaton can be used as a villainous overlord for numerous campaigns over time. If a GM so chooses, Eschaton 
  can first be encountered with all his original heads. In this case, all of his breath weapons follow the rules of the 
  four original heads listed before. If one of his heads is destroyed but Eschaton lives, he will eventually regenerate 
  a new head, which will typically take on attributes of the thing which destroyed it. How this works is ultimately 
  up to the GM, but the appearance of the head and the powers of its breath weapon should share a common 
  theme. Here are some ideas on how to implement this ability.
  A head burned away by lava regenerates with a stony hide, giving it DR 15/adamantine and the ability to 
  breathe a line of lava that deals fire damage, with residual damage from clinging lava that decreases as it cools. 
  Three times per day, the head can fire a blob of molten rock up to quadruple the normal range, as a lava bomb 
  (see Gamemastery Guide, Pathfinder Reference Document).
  A head sliced away by a blade barrier grows back as a projection of force. Its bite attack does force damage, 
  and it can breathe a blade barrier effect in a cone. Three times per day, the head can inhale rather than exhale, 
  absorbing nearby force effects, increasing the damage of his next attack with a breath weapon from this head.
  A head destroyed by attacking plant life regrows as a plant: a twisted neck of woody vines topped with a flytrap-
  like mouth, framed with sharp thorn-like teeth. The head can breathe a cone of spores that embed in living 
  creatures and grow, damaging and entangling them.
  
  monsters of NeoExodus:  
  dragons
  28
  Apocalypse Dragon, useful for campaigns in which the 
  dragon lords are truly mighty beings that only the most 
  potent of heroes can defeat. If you choose to use Eschaton 
  as a demigod in your campaign (perhaps as the prime 
  figure of worship for the Cult of the Dragon), then his 
  worshipers will have access to the Death, Destruction, 
  Evil, Fire, and Scalykind domains, as well as the Ash, 
  Catastrophe, Dragon, and Fear subdomains. 
  ESCHATON, THE APOCALYPSE DRAGON    CR 30/MR 10
  XP 9,830,400
  NE Colossal dragon (mythic)
  Init +15; Senses dragon senses, see in darkness, smoke 
  vision; Perception +44
  Aura apocalyptic (300 ft., DC 36)
  DEFENSE
  AC 54, touch 4, flat-footed 52 (+2 Dex, +60 natural, –8 
  size)
  hp 763 (34d12+542); regeneration 25
  Fort +31, Ref +21, Will +28
  DR 10/epic and good; Immune acid, cold, electricity, 
  fire, paralysis, sleep; SR 46
  OFFENSE
  Speed 40 ft., fly 250 ft. (clumsy)
  Melee 7 bites +42 (4d8+24/19–20), 2 claws +42 
  (4d6+17/19–20), 2 wings +40 (2d8+8), tail slap +40 
  (4d6+24)
  Space 30 ft.; Reach 20 ft. (30 ft. with bites)
  Special Attacks breath weapons (DC 40, see special 
  abilities), crush, feral savagery (rend), lingering breath 
  (4d8, 10 rounds), mythic magic 3/day, mythic power 
  (10/day; surge +1d12), rend (2 bites, 4d8+24), tail 
  sweep, tear open the barriers
  Spell-Like Abilities (CL 34th; concentration +43)
  At will—ash storm, deeper darkness, incendiary cloud
  Spells Known (CL 20th; concentration +29)
  9th (7/day)—cursed earth, storm of vengeance (DC 28), 
  tsunami (DC 28)
  8th (7/day)—earthquake, greater shout (DC 27), 
  incendiary cloud (DC 27)
  7th (7/day)—insanity (DC 26), plague storm (DC 26), 
  scouring winds (DC 26)
  6th (7/day)—acid fog, chain lightning (DC 25), 
  disintegrate (DC 25)
  5th (8/day)—blight (DC 24), cloudkill (DC 24), cone of 
  cold (DC 24)
  4th (8/day)—acid pit (DC 23), bestow curse (DC 23), 
  detonate (DC 23), fear (DC 23)
  3rd (8/day)—arcane sight, cloak of winds, dispel magic, 
  sleet storm
  2nd (8/day)—command undead (DC 21), gust of wind, 
  haunting mists (DC 21), knock, scorching ray
  1st (9/day)—bungle (DC 20), expeditious retreat, grease 
  (DC 20), ray of sickening (DC 20), shield
  0 (at will)—arcane mark, bleed (DC 19), detect magic, 
  detect poison, mage hand, message, open/close, read 
  magic, spark
  STATISTICS
  Str 44, Dex 14, Con 37, Int 25, Wis 24, Cha 29
  Base Atk +34; CMB +59; CMD 60
  Feats Awesome Blow, CleaveM, Critical FocusM, 
  Flyby Attack, Great Cleave, Hover, Improved Critical 
  (bite, claw), Improved InitiativeM, Improved Iron Will, 
  Improved Vital Strike, Iron WillM, Multiattack, Power 
  AttackM, Snatch, Vital Strike, Wingover
  Skills Appraise +46, Fly +23, Intimidate +46, Knowledge 
  (arcana, dungeoneering, history, nature, planes, and 
  religion) +44, Perception +44, Sense Motive +44, 
  Spellcraft +44, Use Magic Device +46
  Languages Abyssal, Celestial, Common, Draconic, 
  Exodite, Infernal, Khaynite, Sorcerous
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Advanced Apocalyptic Aura (Ex): Creatures who fail 
  their save against mythic Eschaton’s aura are staggered 
  for 5d6 rounds. Eschaton can expend one use of mythic 
  power to instead cause those who fail their save to 
  suffer the effects of either murderous command or 
  terrible remorse (50% chance of either occurring) for 
  5d6 rounds.
  Destroyer (Ex): Mythic Eschaton can expend one 
  use of mythic power to activate this ability for one 
  round. During this round, any creature killed by any of 
  Eschaton’s attacks, special attacks, or spells is destroyed 
  utterly. Only a miracle, true resurrection, or wish can 
  return a destroyed creature to life.
  Immortal (Su): Mythic Eschaton can only be killed by 
  the means described under the regeneration ability of 
  his non-mythic form. In addition, he returns to life 24 
  hours later, regardless of his body’s condition or how 
  he was killed. This ability can be bypassed by a coup de 
  grace or a critical hit delivered by an artifact.
  Lingering Breath (Su): Mythic Eschaton can expend 
  one use of mythic power to use this ability with any 
  breath weapon that he discharges from one of his 
  original heads. Damage from the lingering breath is 
  the same as the type of breath weapon discharged. 
  This otherwise functions as the mythic monster ability 
  of the same name.
  Tear Open the Barriers (Su): As a full-round action, 
  mythic Eschaton can expend two uses of mythic power 
  to claw open reality itself, unleashing terrors from the 
  far dark upon its foes. Treat this as a gate that lasts for 
  1 round. Roll 1d6 to see what creatures emerge from 
  
  monsters of NeoExodus:  
  dragons
  29
  the tear. 1: 2d6 hounds of Tindalos; 2: 2d6 mi-go; 3: 
  2d6 nightgaunts; 4: 1d4 colours out of space; 5: 1d4 
  flying polyps; 6: 1d4 moon-beasts. These creatures will 
  immediately attack any beings in the area except for 
  Eschaton.
  DRAGON LORD, INFINITY DRAGON
  This majestic dragon has two heads on long, graceful 
  necks—one pure white, the other black as night. The two 
  merge into a body and lengthy tail armored in pearlescent 
  gray scales that sparkle like the stars of the heavens.
  ANANTA, THE INFINITY DRAGON 
  CR 25
  XP 1,638,400
  LG Colossal dragon
  Init +6; Senses dragon senses, see in darkness; 
  Perception +45
  Aura alien presence (300 ft., DC 37)
  DEFENSE
  AC 44, touch 4, flat-footed 42 (+2 Dex, +40 natural, –8 
  size)
  hp 561 (34d12+340); fast healing 20
  Fort +29, Ref +21, Will +27
  DR 20/evil and magic; Immune aging, cold, effects that 
  bar extradimensional travel, paralysis, sleep, sonic; SR 
  36
  OFFENSE
  Speed 40 ft., fly 250 ft. (clumsy)
  Melee 2 bites +43 (4d8+25/19–20), 2 claws +43 (4d6+17), 
  2 wings +40 (2d8+8), tail slap +40 (4d6+25/19–20)
  Space 30 ft.; Reach 20 ft. (30 ft. with bites and tail)
  Special Attacks breath weapons (140-ft. line, DC 37, 
  see special abilities), crush, infinity blast, tail sweep
  Spell-Like Abilities (CL 34th; concentration +44)
  At will—daylight, deeper darkness, faerie fire, searing 
  light
  Spells Known (CL 20th; concentration +34)
  9th (7/day)—elemental swarm, overwhelming presence 
  (DC 29), polar midnight (DC 29)
  8th (7/day)—euphoric tranquility (DC 28), orb of the void 
  (DC 28), reverse gravity (DC 28)
  7th (7/day)—fire storm (DC 27), regenerate, sunbeam
  6th (8/day)—dust form, joyful rapture, move earth 
  5th (8/day)—breath of life, flame strike (DC 25), serenity 
  (DC 25), true seeing
  4th (8/day)—control water, ice storm, moonstruck (DC 
  24), rest eternal
  3rd (8/day)—dispel magic, quench, sands of time, stone 
  shape
  2nd (9/day)—calm emotions (DC 22), chill metal (DC 22), 
  fog cloud, soften earth and stone
  1st (9/day)—bless, detect aberration, detect animals and 
  plants, forbid action (DC 21), sun metal
  0 (At will)—create water, detect magic, detect poison, 
  guidance, mending, read magic, resistance, spark,  
  stabilize
  STATISTICS
  Str 45, Dex 15, Con 30, Int 26, Wis 27, Cha 30
  Base Atk +34; CMB +59; CMD 71
  Feats Bleeding Critical, Cleave, Combat Casting, Critical 
  Focus, Flyby Attack, Great Cleave, Hover, Improved 
  Critical (bite and tail), Improved Initiative, Improved 
  Vital Strike, Multiattack, Power Attack, Quicken Spell, 
  Staggering Critical (DC 44), Vital Strike, Wingover
  Skills Appraise +45, Bluff +52, Diplomacy +52, Fly +23, 
  Intimidate +52, Knowledge (arcana, history, nature, 
  planes, and religion) +45, Perception +45, Sense Motive 
  +45, Spellcraft +45, Use Magic Device +52
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, 
  Common, Draconic, Ignan, Infernal, Terran; telepathy 
  100 ft.
  SQ no breath, galactic emissary, spaceflight
  ECOLOGY
  Environment any
  Organization unique
  Treasure triple
  SPECIAL ABILITIES
  Alien Presence (Su): Ananta’s alien presence causes 
  opponents that fail their save to be dazzled (or 
  fascinated for creatures with 4 or fewer Hit Dice) for 
  5d6 rounds. The save is Charisma-based.
  Cold of the Void (Su): Ananta’s black head produces 
  the deep chill of outer space in a 140-foot line. This does 
  34d10 cold damage and affects creatures immune to 
  cold damage. A creature immune to cold damage still 
  takes half damage from the breath weapon (no damage 
  on a successful saving throw). Resistant creatures’ cold 
  resistance is treated as 10 less than normal. Creatures 
  damaged by this breath weapon are stunned for 3 
  rounds (staggered for 3 rounds on a successful save).
  Celestial Harmony (Su): Ananta’s white head produces 
  the music of the spheres in a 140-foot line. This does 
  34d6 sonic damage and permanently deafens targets. 
  A successful save halves the damage and reduces the 
  deafness to 2d6 rounds.
  Galactic Emissary (Su): Ananta halves the time of any 
  starflight journey. In addition, they are immune to any 
  effect that bars extradimensional travel.
  Infinity Blast (Su): As a full-round action, Ananta can 
  simultaneously release both their breath weapons in a 
  70-foot cone. This does both cold and sonic damage to 
  all creatures within the area of effect (half damage on a 
  successful Reflex save). If this damage kills a target, its 
  body freezes solid and shatters into a fine powder of ice 
  crystals, as if it were disintegrated.
  Quantum Presence (Su): In touch with all reality, 
  Ananta can manifest in two places at once. As a full-
  round action, Ananta can occupy two places within 100 
  feet of one another. Ananta threatens all squares within 
  
  monsters of NeoExodus:  
  dragons
  30
  reach of both spots, and they can use either spot as the 
  point of origin for any actions and attacks. Ananta can 
  still only perform their normal number of actions per 
  round. If Ananta’s two positions would put a creature 
  in flanking, then Ananta’s attacks against that creature 
  gain a flanking bonus. Both Anantas are considered 
  the same creature, and any damage and effects on one 
  apply to both.
  Ananta is the cosmos made flesh, a living embodiment 
  of the universe devoted to its protection and continued 
  existence. Ananta is both male and female in aspect. All 
  things in creation are under their purview, including the 
  myriad life forms scattered across the stars. Ananta exists 
  in direct opposition to Eschaton, moving to thwart his 
  attempts at destruction at every turn. The stellar dragons 
  revere and respect Ananta, and will work to do the Infinity 
  Dragon’s bidding should they be called upon.
  ANANTA, MYTHIC VERSION
  Ananta is a mighty creature, perhaps even a minor divine 
  being. Presented here is a mythic version of the Infinity 
  Dragon, useful for campaigns in which the dragon lords 
  are truly mighty beings that only the most potent of heroes 
  can defeat. If you choose to use Ananta as a demigod in 
  your campaign (perhaps as an independent deity, or a new 
  Venerate of the Sanguine Lord), then their worshipers will 
  have access to the Darkness, Good, Scalykind, Sun, and 
  Void domains, as well as the Dragon, Light, Moon, and 
  Stars subdomains.
  ANANTA, THE INFINITY DRAGON  CR 30/MR 10
  XP 9,830,400
  LG Colossal dragon (mythic)
  Init +15; Senses dragon senses, mistsight, see in 
  darkness, x-ray vision; Perception +45
  Aura alien presence (300 ft., DC 39)
  DEFENSE
  AC 55, touch 5, flat-footed 52 (+3 Dex, +50 natural, –8 
  size)
  hp 695 (34d12+474); fast healing 20
  Fort +30, Ref +22, Will + 27; second save
  Defensive Abilities fortification (50%); DR 10/epic and 
  evil; Immune paralysis, sleep; SR 46
  OFFENSE
  Space 30 ft.; Reach 20 ft. (30 ft. with bites)
  Melee 2 bites +43 (4d8+25/19–20), 2 claws 
  +43 (4d6+17), 2 wings +40 (2d8+8), tail slap +40 
  (4d6+25/19–20) Reach 20 ft. (30 ft. with bites and tail)
  Special Attacks breath weapons (140-ft. line, 
  DC 37, see special abilities), crush, infinity blast, 
  lingering breath (4d8, 10 rounds), mythic magic 3/
  day, mythic power (10/day; surge +1d12), tail sweep 
  Spell-Like Abilities (CL 34th; concentration +46)
  
  monsters of NeoExodus:  
  dragons
  31
  At will—daylight, deeper darkness, faerie fire, searing 
  light
  Spells Known (CL 20th; concentration +36)
  9th (7/day)—elemental swarm, overwhelming presence 
  (DC 31), polar midnight (DC 31)
  8th (7/day)—euphoric tranquility (DC 28), orb of the void 
  (DC 30), reverse gravity (DC 30)
  7th (7/day)—fire storm (DC 29), regenerate, sunbeam
  6th (8/day)—dust form, joyful rapture, move earth 
  5th (8/day)—breath of life, flame strike (DC 27), serenity 
  (DC 27), true seeing
  4th (8/day)—control water, ice storm, moonstruck (DC 
  26), rest eternal
  3rd (8/day)—dispel magic, quench, sands of time, stone 
  shape
  2nd (9/day)—calm emotions (DC 24), chill metal (DC 24), 
  fog cloud, soften earth and stone
  1st (9/day)—bless, detect aberration, detect animals and 
  plants, forbid action (DC 23), sun metal
  0 (At will)—create water, detect magic, detect poison, 
  guidance, mending, read magic, resistance, spark, 
  stabilize
  STATISTICS
  Str 47, Dex 17, Con 32, Int 26, Wis 27, Cha 34
  Base Atk +34; CMB +60; CMD 73
  Feats Bleeding CriticalM, Cleave, Combat Casting, 
  Critical FocusM, Flyby Attack, Great Cleave, Hover, 
  Improved Critical (bite and tail), Improved InitiativeM, 
  Improved Vital Strike, Multiattack, Power Attack, 
  Quicken Spell, Staggering Critical (DC 45), Vital Strike, 
  Wingover
  Skills Appraise +45, Bluff +54, Diplomacy +54, Fly +24, 
  Intimidate +54, Knowledge (arcana, history, nature, 
  planes, and religion) +45, Perception +45, Sense Motive 
  +45, Spellcraft +45, Use Magic Device +54
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, 
  Common, Draconic, Ignan, Infernal, Terran; telepathy 
  100 ft.
  SQ no breath, galactic emissary, spaceflight
  ECOLOGY
  Environment any
  Organization unique
  Treasure triple
  SPECIAL ABILITIES
  Immortal (Su): If Ananta is killed, their body explodes 
  in a blast of cold and sound, with the same effect as 
  their infinity blast, except in a 30-foot radius. Ananta 
  will reform, whole and unharmed, within 24 hours 
  or immediately if the blast also kills creatures with 
  combined Hit Dice equal to Ananta’s Hit Dice. Ananta 
  can only be killed with a coup de grace or a critical hit, 
  and it must be performed by a mythic creature or a 
  non-mythic creature wielding an epic weapon. If the 
  coup de grace or critical hit is performed by a mythic 
  creature wielding an artifact, then Ananta explodes and 
  dies permanently.
  Music of the Spheres (Su): By expending a use of 
  mythic power, Ananta can produce a melody that 
  echoes the harmonics of the universe. This works as the 
  bardic performance ability and can be used one of two 
  ways. First, Ananta can grant allies a +5 morale bonus 
  to attack rolls, damage, and saving throws against fear 
  effects, as the inspire courage ability. Alternately, they 
  can grant a +10 competence bonus on skill checks, as 
  the inspire competence ability. Using this ability is a 
  standard action, but Ananta can maintain it as a free 
  action each round for up to 10 rounds. Ananta can 
  switch between effects each round as a swift action.
  Omnipresent Existence (Su): In touch with all reality, 
  Ananta can literally be in two places at once. By 
  expending two uses of mythic power, Ananta can 
  manifest somewhere within 300 feet while remaining 
  in the spot their first manifestation occupies. This 
  simultaneous existence lasts for 5 rounds. Ananta 
  threatens all squares within reach of both spots, and 
  they can take actions from each location during the 
  round, including move-equivalent actions, but cannot 
  move more than a 5-foot step while this ability is active. 
  For example, the Ananta in one location could take 
  a full attack action on opponents within reach, while 
  the second Ananta could pick up an object as a move 
  action and use their breath weapon on opponents 
  within their range. If Ananta’s two positions would put 
  a creature in flanking, then Ananta’s attacks against 
  that creature gain a flanking bonus.
  Rise from the Dust (Su): By expending a use of mythic 
  power, Ananta can use the dust of creatures destroyed 
  by their infinity blast to create new creatures that will 
  fight for them. This ability works like summon monster, 
  but allows Ananta to create creatures within 120 feet 
  from the dust of their fallen foes, at a spell level equal 
  to half the fallen creature’s Hit Dice (From the dust of 
  a destroyed 18th-level fighter, for example, Ananta 
  could create any creature able to be summoned with 
  summon monster IX.) These created creatures remain 
  for 10 rounds, following any commands Ananta gives 
  them, before returning to dust once more.
  
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  to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use,
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  2. The License: This License applies to any Open Game Content that contains a notice
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
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  4. Grant and Consideration: In consideration for agreeing to use this License, the
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  5.Representation of Authority to Contribute: If You are contributing original material as
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  8. Identification: If you distribute Open Game Content You must clearly indicate which
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  9. Updating the License: Wizards or its designated Agents may publish updated versions
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Bestiary 2. Copyright 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. 
  Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin 
  Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K  Reynolds, F. 
  Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. Copyright 2011, Paizo Publishing, LLC; Authors 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, 
  Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason 
  Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 4 Copyright 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, 
  Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ 
  Taylor.
  Pathfinder Player Companion: People of the Stars Copyright 2014, Paizo Inc.; Authors: 
  Ethan Day-Jones, Jim Groves, Jonathan H. Keith, Andrew Romine, David N. Ross, and 
  James L. Sutter. 
  Pathfinder Campaign Setting: Numeria, Land of Fallen Stars Copyright 2014, Paizo Inc.; 
  Authors: Jim Groves and Russ Taylor.
  Pathfinder Campaign Setting: Technology Guide Copyright 2014, Paizo Inc.; Authors: 
  James Jacobs and Russ Taylor.
  Monsters of NeoExodus: Dragon Copyright 2016, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Jeff Lee
  Editing: Joshua Yearsley
  Artwork by Alejandro García Palomares and Ángel Alonso Miguel
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
  Evil has many faces. This is one of them.
  learn more about the f irst ones and 
  Available Now EXCLUSIVELY ONLINE
  www.lpjdesign.com
  
  Evil has many faces. This is one of them.
  widowmaker scarlet
  e ne mie s  o f  Ne o e xo du s :
  Available Now EXCLUSIVELY ONLINE
  www.lpjdesign.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9356 - Monsters of NeoExodus - Dragons.pdf