Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 46; 8th wall of fire (×4); 4th suggestion (×3); Cantrips (9th) detect magic, read aura
Ability
Attack of Opportunity [Reaction]
Jaws only.
Ability
Breath Weapon
(divine, evocation) Dahak's manifestation breathes a blast of dragonstorm energy that deals 5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage in a 60-foot cone (DC 46 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one wing Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Dragon Heat
(aura, divine evocation, fire) 10 feet, 6d6 fire damage (DC 42 basic Reflex save)
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 42
Ability
Manipulate Energy
(concentrate, divine, transmutation) The manifestation attempts to take control of a magical acid, cold, electricity, fire, or poison spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +36), the original caster loses control of the spell, control is transferred to the manifestation, and the manifestation counts as having Sustained the Spell with this action (if applicable). The manifestation can end the spell instead of taking control, if it chooses.
Ability
Redirect Energy [Reaction]
Circumstance: Trigger: A creature within 100 feet casts an acid, cold, fire, el
The manifestation makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.
Ability
Smoke Vision
Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke.
Offense
Melee
Circumstance: combat round (melee)
jaws +42 [+37/+32] (fire, magical, reach 20 feet), Damage 4d10+22 piercing plus 3d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Abyssal
Common
Draconic
Elven
Perception
darkvision
scent (imprecise) 60 feet
smoke vision
Resistance
acid 24
cold 24
electricity 24
poison 24
Weakness
good 24