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do not change the spelling in other people's writing and these are not proper names and should not be capitalised


* CounterAttack: When critically hit with a melee attack, a Diabolic dragon channels the rancour of Hell back through the enemy, overwhelming it with an infernal assault on the mind.
* HellFire: Any fire damage that a Diabolic dragon deals is imbued with the unholy power of Hell.
* YourSoulIsMine: A Diabolic dragon's hoard is mostly made up of gems filled with trapped souls and contracts damning mortals to an afterlife in Hell.

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* CounterAttack: When critically hit with a melee attack, a Diabolic diabolic dragon channels the rancour of Hell back through the enemy, overwhelming it with an infernal assault on the mind.
* HellFire: Any fire damage that a Diabolic diabolic dragon deals is imbued with the unholy power of Hell.
* YourSoulIsMine: A Diabolic diabolic dragon's hoard is mostly made up of gems filled with trapped souls and contracts damning mortals to an afterlife in Hell.



* HolyHalo: The Empyreal dragon's most noticeable feature is a golden halo above its head.

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* HolyHalo: The Empyreal empyreal dragon's most noticeable feature is a golden halo above its head.



* CollectorOfTheStrange: In addition to riches, an Omen dragon hoards items of significance. Many desperate travelers journey to an omen dragon's lairs in hopes of finding the miraculous solution to their problems. Omen dragons are open to sharing as long as they're sure of the item's purpose.

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* CollectorOfTheStrange: In addition to riches, an Omen omen dragon hoards items of significance. Many desperate travelers travellers journey to an omen dragon's lairs in hopes of finding the miraculous solution to their problems. Omen dragons are open to sharing as long as they're sure of the item's purpose.

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Restored Sacred Flames to Empyreal dragons after troper HTD pointed out that Spirit Breath looks like fire despite not being fire in game terms, which fits the trope description.


* CounterAttack: When critically hit with a melee attack, a diabolic dragon channels the rancour of Hell back through the enemy, overwhelming it with an infernal assault on the mind.
* HellFire: Any fire damage that a diabolic dragon deals is imbued with the unholy power of Hell.
* YourSoulIsMine: A diabolic dragon's hoard is mostly made up of gems filled with trapped souls and contracts damning mortals to an afterlife in Hell.

to:

* CounterAttack: When critically hit with a melee attack, a diabolic Diabolic dragon channels the rancour of Hell back through the enemy, overwhelming it with an infernal assault on the mind.
* HellFire: Any fire damage that a diabolic Diabolic dragon deals is imbued with the unholy power of Hell.
* YourSoulIsMine: A diabolic Diabolic dragon's hoard is mostly made up of gems filled with trapped souls and contracts damning mortals to an afterlife in Hell.



* HolyHalo: The empyreal dragon's most noticeable feature is a golden halo above its head.

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* HolyHalo: The empyreal Empyreal dragon's most noticeable feature is a golden halo above its head.head.
* SacredFlames: Their Spirit Breath unleashes a blast of spirit damage that resembles holy fire.
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* CollectorOfTheStrange: In addition to riches, an omen dragon hoards items of significance. Many desperate travellers journey to an omen dragon's lairs in hopes of finding the miraculous solution to their problems. Omen dragons are open to sharing as long as they're sure of the item's purpose.

to:

* CollectorOfTheStrange: In addition to riches, an omen Omen dragon hoards items of significance. Many desperate travellers travelers journey to an omen dragon's lairs in hopes of finding the miraculous solution to their problems. Omen dragons are open to sharing as long as they're sure of the item's purpose.purpose.
* CrazyPrepared: Omen dragons maintain multiple, smaller lairs to stay prepared for various possibilities.

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Empyreal dragons lack a holy counterpart to the Diabolic dragon's Diabolic Fire, and all Empyreal dragons can use healing pulse


* HealingHands: Some empyreal dragons can exude a healing pulse from their halo that restores other creatures.

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* HealingHands: Some empyreal Empyreal dragons can exude a healing pulse from their halo that restores other creatures.



* SacredFlames: The empyreal dragon's breath weapon is a blast of holy fire.
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!!Level 7
[[folder:Imugi]]
->'''Level:''' 7
->'''Size:''' Large
----
* {{Metamorphosis}}: An imugi can become an imperial dragon by caring for a koi egg for a thousand years. The power from the nurtured egg hatching is enough to power a draconic ascension ritual, and whatever power lingers transforms the koi into an imugi to continue the cycle.
* WeatherManipulation: Imugi have some power over rain and storms but are usually not powerful enough to control the exact weather.
[[/folder]]


Added DiffLines:

[[folder:Pixiu]]
->'''Level:''' 8
->'''Size:''' Large
----
* CatlikeDragons: The pixiu is a species of dragon that resembles a winged, dragon-headed lion.
* MetalMuncher: Pixiu have an uncanny ability to sniff out gold, which they love to eat.
* WindsOfDestinyChange: A pixiu can attract good fortune and is believed to be a bringer and protector of prosperity.
[[/folder]]

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[[folder:Chromatic Dragon]]

What the hell kind of Fantasy RPG doesn't have evil dragons for you to slay? The really lame kind, that's what. These dark, treasure hoarding beasts are everything that Humanoids fear Dragons are: terribly powerful, [[AttackOfTheFiftyFootWhatever massive]], [[AlwaysChaoticEvil cruel]], [[TimeAbyss long-lived]] and [[GeniusBruiser intelligent]].

to:

[[folder:Chromatic Dragon]]

What the hell kind
[[folder:Primal Dragon]]
A subset
of Fantasy RPG doesn't have evil true dragons for you to slay? The really lame kind, that's what. These dark, treasure hoarding beasts are everything that Humanoids fear Dragons are: terribly powerful, [[AttackOfTheFiftyFootWhatever massive]], [[AlwaysChaoticEvil cruel]], [[TimeAbyss long-lived]] inhabit the Elemental Planes, the primal dragons base their appearance and [[GeniusBruiser intelligent]].powers off of the four classical elements and shadow.



* ChromaticArrangement: Reds, blues, and greens are referred to as the greater chromatics, feared and respected more than the relatively simplistic blacks and whites.
* HeelFaceTurn: Rarely, a chromatic dragon will forsake its evil ways in an event dragons refer to as a "redeeming".
* LawOfChromaticSuperiority: Red, unsurprisingly, is the distinctive color of the strongest variety of chromatics, and white of the weakest.
* MascotVillain: A red dragon decorates the cover of the original Core Rulebook, with a white dragon taking its place for Second Edition.

!!Black Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_black_dragon.png]]
[[caption-width-right:350:"Hatred drives them like a barbed whip, pushing them ever forward to wallow in the toils of sadism and evil."]]

to:

* ChromaticArrangement: Reds, blues, ElementalDragon: In addition to being dragons, cloud, brine, crystal and greens are referred to as the greater chromatics, feared and respected more than the relatively simplistic blacks and whites.
* HeelFaceTurn: Rarely, a chromatic dragon will forsake its evil ways in an event
magma dragons refer to as a "redeeming".
* LawOfChromaticSuperiority: Red, unsurprisingly, is
are also elemental beings of air, water, earth, and fire. In 2nd Edition, primal dragons (except the distinctive color umbral dragon) are classified as both elementals and dragons.
* ElementalPlane: Each primal dragon species hails from one
of the strongest variety of chromatics, elemental planes, except for umbral dragons, which inhabit the Netherworld and white of the weakest.
* MascotVillain: A red dragon decorates the cover of the original Core Rulebook, with a white dragon taking its place for Second Edition.

!!Black
Universe.

!!Brine
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_black_dragon.png]]
[[caption-width-right:350:"Hatred drives them like a barbed whip, pushing them ever forward to wallow in the toils of sadism and evil."]]
org/pmwiki/pub/images/pathfinder_brine_dragon_3.png]]



->'''Alignment:''' ChaoticEvil

to:

->'''Alignment:''' ChaoticEvilLawfulNeutral



Vicious sociopaths, black dragons hate with a fury few other dragons bother to muster. With short tempers and cunning minds, they combine the worst parts of dragonkind into a creature that enjoys scarring bodies as much as they do shattering minds.

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Vicious sociopaths, black The native dragons hate with a fury few other of the Plane of Water, the brine dragons bother to muster. With short tempers rule vast tracts of the elemental sea in the name of their ruler, the elemental lord Kelizandri, and cunning minds, wage a bitter war for supremacy against the krakens with whom they combine share the worst parts of dragonkind into a creature that enjoys scarring bodies as much as they do shattering minds.plane's depths.



* AcidAttack: Their BreathWeapon is a gout of acid and older black dragons deal additional acid damage with their bite.
* AcidPool: Older specimens can create one using their breath.
* TheBeastmaster: Great wyrms can use Charm Reptiles to control all reptilian creatures in their domain, from lizards to crocodiles.
* DarkIsEvil: The cruelest of the chromatics with pitch black scales and the ability to create magical darkness.
* FisherKing: Between their habit of overhunting, their willingness to liberally douse anything around them with acid, and the fact that they stagnate water with a touch, a black dragon's swamp tends to be a terrible place to visit.
* GreenThumb: Once they're old, they get ''plant growth'' as a spell-like ability.
* HornsOfVillainy: Like most dragons they have horns, but some of them take it a step further than most by breaking their own horns and cause them to heal incorrectly into jagged angles and jutting shards, solely for the sake of looking more intimidating.
* ItAmusedMe: When a black dragons slaughters a village, tortures someone for days, or eats a baby, this is almost always their motivation.
* MyDeathIsOnlyTheBeginning: The sadism of a black dragon does not end with their death and most who manage to slay one find themselves beset by all manner of contingency plans.
* NoSell: Immune to acid in addition to typical draconic immunities.
* PestController: At ancient age, they get ''insect plague'' as a spell like ability.
* PoisonousPerson: Once they become adults, they gain the ability to stagnate water with a touch.
* {{Sadist}}: Black dragons tend to be highly sadistic, and take immense pleasure from capturing humanoid prisoners, imprisoning them in their lairs and subjecting them to whichever torments they can devise; they are particularly fond of inflicting disfiguring scars and injuries on their victims, especially those who are particularly beautiful.
* ScarsAreForever: The scars their acid leaves are permeant, defying most healing magic.
* SelfHarm: That practice of breaking their own horns mentioned above? Explicitly mentioned to hurt a ''lot''.
* SpeaksFluentAnimal: All black dragons older than young can speak with reptiles.
* SuperNotDrowningSkills: All black dragons can breathe water.
* SwampsAreEvil: These vicious, aggressive and foul-tempered dragons prefer to make their home is swamps. A joke among dracologists is that they live in swamps because no other terrain would take them, though woe be the one who repeats that joke to a black dragon.
* TortureTechnician: Of all the chromatic dragons, black dragons [[{{Sadist}} tend to be the most fond of]] ColdBloodedTorture. Various uses of their acidic breath and saliva are a recurring theme, but water torture of different sorts is also a favorite.
* ToServeMan: They prefer meals that can beg for mercy, because of course they do given the rest of their tropes.

!!Blue Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blue_dragon.png]]
[[caption-width-right:350:"You will most likely never meet the blue dragon manipulating your lives."]]

to:

* AcidAttack: Their BreathWeapon is a gout line of acid and older black acid.
* DefectorFromDecadence: Some brine
dragons deal additional acid damage with their bite.
* AcidPool: Older specimens can create one using their breath.
* TheBeastmaster: Great wyrms can use Charm Reptiles to control all reptilian creatures in their domain, from lizards to crocodiles.
* DarkIsEvil: The cruelest
tire of the chromatics with pitch black scales tyranny and the ability to create magical darkness.
* FisherKing: Between their habit
constant infighting of overhunting, their willingness to liberally douse anything around them with acid, Kelzandrika, and the fact that they stagnate water with a touch, a black dragon's swamp tends choose to be a terrible place to visit.
* GreenThumb: Once they're old, they get ''plant growth'' as a spell-like ability.
* HornsOfVillainy: Like most dragons they have horns, but some of them take it a step further than most by breaking their own horns and cause them to heal incorrectly into jagged angles and jutting shards, solely for the sake of looking more intimidating.
* ItAmusedMe: When a black dragons slaughters a village, tortures someone for days, or eats a baby, this is almost always their motivation.
* MyDeathIsOnlyTheBeginning: The sadism of a black dragon does not end with their death and most who manage to slay one find
distance themselves beset by all manner of contingency plans.
* NoSell: Immune to acid in addition to typical draconic immunities.
* PestController: At ancient age, they get ''insect plague'' as a spell like ability.
* PoisonousPerson: Once they become adults, they gain
from their kin and birth culture and the ability Brackish Empire's constant wars. Kelizandri takes poorly to stagnate water with a touch.
* {{Sadist}}: Black
such desertion, though, and such wayward brine dragons tend often need to be highly sadistic, and take immense pleasure live in hiding as a result.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched
from capturing humanoid prisoners, imprisoning ''D&D'' 3.5 to its first official edition, describes them in their lairs as brine ''drakes'' and subjecting does not consider them to whichever torments they can devise; they are particularly fond part of inflicting disfiguring scars and injuries on their victims, especially those who are particularly beautiful.
a sept of true dragons.
* ScarsAreForever: TheEmpire: The scars their acid leaves are permeant, defying most healing magic.
* SelfHarm: That practice of breaking their own horns mentioned above? Explicitly mentioned to hurt a ''lot''.
* SpeaksFluentAnimal: All black
brine dragons older than young can speak with reptiles.
* SuperNotDrowningSkills: All black
of the Elemental Plane of Water inhabit a system of realms collectively known as Kelizandrika, the Brackish Empire, where they rule as tyrants over populations of aquatic humanoids forced into servitude. In turn, the dragons can breathe water.
* SwampsAreEvil: These vicious, aggressive
serve the mightiest of the kind, the NeutralEvil power Kelizandri the Brackish Emperor, and foul-tempered have been steadily expanding his rule through the Plane of Water for millennia.
* TheExile: Brine
dragons prefer to make their who depart the Brackish Empire can never go home is swamps. A joke among dracologists is that they again, for fear of Kelizandri's wrath, and as such have to live in swamps because no other terrain would take them, though woe be the one who repeats that joke to a black dragon.
* TortureTechnician: Of all the chromatic dragons, black dragons [[{{Sadist}} tend to be the most fond of]] ColdBloodedTorture. Various uses of their acidic breath and saliva are a recurring theme, but water torture of different sorts is also a favorite.
* ToServeMan: They prefer meals that can beg for mercy, because of course they do given
the rest of their tropes.

!!Blue
lives in exile, either in hiding somewhere remote or perpetually on the move.
* FantasticRacism: Typically for dragons, brine dragons see themselves as above other intelligent races, something they tend to express by taking over and ruling large communities of "lesser beings".
* TheNeedsOfTheMany: Brine dragons are fiercely protective of the communities they claim as theirs, but care more about their overall health and strength than about the well-being of any specific individual and are generally quite willing to sacrifice the well-being of a few people for the benefit of the greater whole.
* MakingASplash: As creatures of elemental water, brine dragons have a great deal of direct control their native element and associated concepts, being able to manipulate water in a number of ways or to speak with fish.
* TurtleIsland: Not actually turtles, but close enough in other regards -- they sometimes reach such tremendous sizes that, when forced to take up nomadic lives for whatever reason, they often carry their entire kingdoms on their backs.

!!Cloud
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blue_dragon.png]]
[[caption-width-right:350:"You will most likely never meet the blue dragon manipulating your lives."]]
org/pmwiki/pub/images/cloud_dragon.png]]



->'''Alignment:''' LawfulEvil

to:

->'''Alignment:''' LawfulEvilTrueNeutral



The masterminds of the chromatic dragons, controlling networks of spies, operatives, and sometimes entire countries from behind the scenes. They're driven by a need for control, both over others through their manipulations and themselves through strict personal discipline.

to:

The masterminds of Wanderers and explorers native to the chromatic dragons, controlling networks Plane of spies, operatives, and sometimes entire countries from behind the scenes. They're driven by a need for control, both over others through Air, cloud dragons spend their manipulations lives on the move in search of whatever may be over the next horizon, only returning to their hidden and themselves through strict personal discipline.well-defended lairs to deposit particularly valuable treasures recovered during their journeys.



* AdaptationalAttractiveness: They are quite a bit more aesthetically pleasing than the TabletopGame/DungeonsAndDragons version. due to their [[VisualPun electric blue]] and gold coloring, and their more sleek an elegant shape.
* AffablyEvil: They certainly are the most talkative of the Chromatics, even if only for the sake of giving a HannibalLecture.
* DeadlyDustStorm: Great wyrms can create sandstorms at will, great to cover up an escape or an attack.
* EatDirtCheap: Blues can obtain a small amount of nutrition from minerals in rocks, and when particularly starved they will swim through areas of nutrient-rich sand and allow grains to filters through their teeth.
* HalfHumanHybrid: Blue dragons are responsible for more half-dragons and dragon-blooded beings than all other true dragons combined, although they often do this by magically altering other creatures rather than traditional mating.
* ManBehindTheMan: Their modus operandi. They're perfectly content ruling for centuries without their names ever being known, allowing them to pull all sorts of strings without being hindered by their ego.
* MasterOfIllusion: Fitting given their love of manipulation. Old blue dragons can create illusionary duplicates of themselves, and all their spell-like abilities they get with age are from the illusion school.
* MeatVersusVeggies: Firmly on the side of meat. They refuse to eat plants under any circumstances, considering it the food of cattle and lesser beasts.
* PragmaticVillainy: They're all too happy to simply wait for their antagonists to die of old age, taking the minimum of effort to keep such pests from disrupting their plans in the meantime.
* OrcusOnHisThrone: Under ''no'' circumstances does a blue dragon simply set out to do things themselves after being failed by their underlings. Even those who actively hunt them down don't warrant personal attention.
* SandWorm: They habitually swim through the desert sands, both to avoid notice and for relaxation. Their sleek, streamlined shapes and smooth, tightly layered scales help them move through this dense medium. In turn, these sand swims ensure that the profusions of hornlets, bony growths, spurs and ridges that most dragons grow as they age don't break up the profiles of the blues, as such outgrowths are quickly ground away by friction with the sand.
* ShockAndAwe: Their BreathWeapon is a line of electricity, and ancient and powerful blue dragons can use it to generate full-out storms. In addition, adult and older blue dragons are surrounded by an electrified aura that damages those close to them.
* TheSocialExpert: A requisite when one manages hundreds of operatives over the course of centuries.
* TheSpymaster: Blues often control extensive webs of contacts, spies and agents that they use to keep tabs on and direct the affairs of other species' cultures without revealing themselves to either the humanoids they manipulate or to other dragons.
* TheStoic: Taciturn and joyless, even by the standards of chromatics.
* ThirstyDesert: Their typical habitat. In addition, they can dry out liquids within a certain range, including potions.
* {{Troll}}: They very much prefer [[ManipulativeBastard mind-games and manipulation]] to brute force.
* TunnelKing: Blues are capable of burrowing through sand and soil, an ability which shapes their lairs, plans, and general behavior.
* VillainousVirtues: Blues strive for discipline and self-control in all situations, though their lack of instinctual predilection it means they have a tendency to snap from the tension every few centuries. They're also suprisingly humble, happy to go without recognition from their unwitting subjects their whole lives.
* VoiceChangeling: Almost from birth, blue dragons can perfectly mimic voices and sounds.

!!Green Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_green_dragon.png]]
[[caption-width-right:350:"Greens are obsessed with perfecting their minds and bodies, and exceed even the learned bronzes in scholarship and study."]]
->'''Level:''' 4-20
->'''Alignment:''' LawfulEvil
->'''Size:''' Small to Colossal

Green dragons seek mastery over everything, including their own minds and base desires. This makes them the most intellectual chromatics, focused on improving their minds through research and scholarship. But despite their more reasonable temperaments, they are still dragons and remain as capable of cruelty as the most vicious red if properly motivated.

to:

* AdaptationalAttractiveness: BlowYouAway: They are quite a bit more aesthetically pleasing than the TabletopGame/DungeonsAndDragons version. due to their [[VisualPun electric blue]] and gold coloring, and their more sleek an elegant shape.
* AffablyEvil: They certainly are the most talkative of the Chromatics, even if only for the sake of giving a HannibalLecture.
* DeadlyDustStorm: Great wyrms
can create sandstorms at will, great to cover up an escape or an attack.
* EatDirtCheap: Blues can obtain a small amount of nutrition from minerals in rocks,
and when particularly starved they will swim through areas of nutrient-rich sand control wind and allow grains to filters mist through their teeth.
connection to their element.
* HalfHumanHybrid: Blue BoldExplorer: Cloud dragons are responsible for more half-dragons avid explorers, spending large parts of their lives journeying in search of new lands, new sights, new people and dragon-blooded beings than all other true new treasures.
* ElementalPersonalities: Cloud dragons, the primal
dragons combined, although they often do this by magically altering other creatures rather than traditional mating.
* ManBehindTheMan: Their modus operandi. They're perfectly content ruling for centuries without
of elemental air, are restless wanderers at heart, and spend their names ever being known, allowing them to pull all sorts long lives wandering across the planes in search of strings without being hindered by new wonders and chasing their ego.
latest fancies.
* MasterOfIllusion: Fitting given their love ElementalShapeshifting: They can turn into wisps of manipulation. Old blue cloud and back.
* {{Retcon}}: In ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, the Plane of Air is described as having no native
dragons can create illusionary duplicates of themselves, and all their spell-like abilities they get only being home to immigrant white and silver dragons. After the shift to ''Pathfinder'' 1st Edition, primal dragons became a thing and the cloud dragons of the Plane of Air were retconned into existence, with age are from the illusion school.
* MeatVersusVeggies: Firmly on the side of meat. They refuse to eat plants under any circumstances, considering it the food of cattle and lesser beasts.
* PragmaticVillainy: They're all too happy to
justification that Golarion-based scholars simply wait for their antagonists to die didn't know of old age, taking the minimum of effort to keep such pests from disrupting their plans in the meantime.
* OrcusOnHisThrone: Under ''no'' circumstances does a blue dragon simply set out to do things themselves after being failed by their underlings. Even those who actively hunt
them down don't warrant personal attention.
* SandWorm: They habitually swim through the desert sands, both to avoid notice
at first and for relaxation. Their sleek, streamlined shapes and smooth, tightly layered scales help them move through this dense medium. In turn, these sand swims ensure wrongly assumed that the profusions of hornlets, bony growths, spurs whites and ridges that most silvers were the only dragons grow as they age don't break up in the profiles of the blues, as such outgrowths are quickly ground away by friction with the sand.
plane.
* ShockAndAwe: Their BreathWeapon main breath weapon is a line of electricity, and ancient and powerful blue dragons can use it to generate full-out storms. In addition, adult and older blue dragons are surrounded by an electrified aura that damages those close to them.
* TheSocialExpert: A requisite when one manages hundreds of operatives over the course of centuries.
* TheSpymaster: Blues often control extensive webs of contacts, spies and agents that they use to keep tabs on and direct the affairs of other species' cultures without revealing themselves to either the humanoids they manipulate or to other dragons.
* TheStoic: Taciturn and joyless, even by the standards of chromatics.
* ThirstyDesert: Their typical habitat. In addition, they can dry out liquids within a certain range, including potions.
* {{Troll}}: They very much prefer [[ManipulativeBastard mind-games and manipulation]] to brute force.
* TunnelKing: Blues are capable of burrowing through sand and soil, an ability which shapes their lairs, plans, and general behavior.
* VillainousVirtues: Blues strive for discipline and self-control in all situations, though their lack of instinctual predilection it means they have a tendency to snap from the tension every few centuries. They're also suprisingly humble, happy to go without recognition from their unwitting subjects their whole lives.
* VoiceChangeling: Almost from birth, blue dragons can perfectly mimic voices and sounds.

!!Green
electricity.

!!Crystal
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_green_dragon.png]]
[[caption-width-right:350:"Greens are obsessed with perfecting their minds and bodies, and exceed even the learned bronzes in scholarship and study."]]
org/pmwiki/pub/images/crystal_dragon.png]]
->'''Level:''' 4-20
2-18
->'''Alignment:''' LawfulEvil
NeutralGood
->'''Size:''' Small Tiny to Colossal

Green
Gargantuan

The
dragons seek mastery over everything, including their own minds and base desires. This makes them of the most intellectual chromatics, focused on improving their minds through research and scholarship. But despite their more reasonable temperaments, they are still Plane of Earth, the crystal dragons rule a complex system of scattered and remain as fractious fiefdoms that, while individually small and vulnerable, are collectively capable of cruelty as matching the most vicious red if properly motivated.Peerless Empire of the shaitans in terms of land, power and influence.



* AcidAttack: In 1st Edition, their BreathWeapon is a cone of acidic vapor and ancient green dragons can create clouds of corrosive gas. 2nd Edition swaps this out for poison instead.
* TheArchmage: Those who specialize in magical research will often uncover powerful magic secrets that augment their already potent arcane power. That said, a centuries old green may fall behind a decades old human wizards in pure spell power, as their research tends to lack in immediate practical application.
* BadassBookworm: Greens may be the most intellectual of dragons, but they are still ''dragons''. On top of that, their drive for self improvement also extends to their bodies and most perform rigorous exercise every day to stay in peak physical condition.
* BerserkButton: Misattributing a green's work, or worse, taking credit for it. This goes double if the culprit is a lesser species like a human, and even greens who've never heard of the slighted dragon will take great offense on their behalf.
* ChallengeSeeker: As a lack of challenge can mean stagnation, greens tend to seek out difficult tasks. These can range from frustrating social interactions to semi-dangerous fights, so long as it's not something that can be bested easily.
* ChameleonCamouflage: Old and older green dragons can hide in any natural terrain just by standing still, even without cover or concealment. The fact that this works equally well in deserts and caves despite the vast difference in coloration indicates they can actually change color biologically, as the ability is non-magical in nature.
* DeadlyGas: Their breath weapons consist of a cloud of deadly gas -- acidic in 1st edition, toxic in 2nd.
* EnchantedForest: Their preferred habitat are vast, primal forests where the trees tower over even their own sizable forms, and actively cultivate their home woodlands to turn them into this.
* FisherKing: A forest in a green dragon's territory tends to be in better condition that nearby woodlands, as they view the condition of their domain as a reflection of themselves.
* FriendlyEnemy: So long as there isn't a specific reason for enmity, they get along quite well with bronzes due to their respect for fellow scholars.
* GeniusBruiser: No less physically dangerous than any other dragon, greens are naturally gifted at mathematics. They typically leverage this gift towards magical theory, astronomy, planar research, and other advanced subjects.
* GreenThumb: Green dragons develop a number of ways to manipulate plant life as they mature, such as the ability to hasten plant growth or to animate and control trees.
* HeelFaceTurn: More greens abandon their evil ways than all other chromatics combined. That said, few actually go all the way to Good, settling instead into some strain of Neutral.
* HornsOfVillainy: A large rhino-like horn on their nose. This actually becomes a problem as they grow older and the horn begins to create a blind spot, so many carve or otherwise shape it to be less obtrusive.
* KissKissSlap: Their competitive natures mean most reproductive trysts end in violence when one points out a flaw in the other.
* MookMaker: They can temporarily animate trees as treants to serve as minions.
* NobleDemon: Compared to other evil dragons, green dragons at least have a sense of [[VillainousVirtues honor]], and they are noted to be more open to diplomacy than the other kinds of chromatic dragons. They're also the most likely chromatics to abandon evil in favor of neutrality or even benevolence, although it's still a small portion of their numbers that ever does that.
* PoisonousPerson: In 2nd Edition, their breath weapon is a cloud of toxic gas that poisons anyone standing within it.
* {{Pride}}: They will grant others access to their research not out of any sense of altruism, but to make sure they get credit and admirations for their discoveries.
* StealthExpert: Besides their ability to blend in with any terrain, they leave no tracks or other signs of their passage unless they so choose to.
* SuperNotDrowningSkills: Like black dragons, greens can breathe underwater.
* VillainousVirtues: They're moderate and self-controlled to an extend that rivals gold dragons, they focus on self-improvement both physically and mentally, and they actually cultivate and grow the forests in their territories.
* WeHaveReserves: Not in combat, but greens will happily spend the lives of many hundreds of lesser lifeforms for their research.
* WhenTreesAttack: Green dragons can animate trees to aid them in battle.

!!Red Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_red_dragon.png]]
[[caption-width-right:350:"Be assured that no known language contains a singular word to describe the awesome and terrible power of red dragons."]]
->'''Level:''' 6-22
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small to Colossal

When you think dragon, this is probably what pops into your head. Incredibly powerful, ruling over their domains with an iron fist, and all too willing to reduce the merest potential of a problem to ash.

to:

* AcidAttack: In 1st Edition, their BreathWeapon is a cone of acidic vapor and ancient green BeneathTheEarth: When found in the Universe, crystal dragons can create clouds of corrosive gas. 2nd Edition swaps this out for poison instead.
* TheArchmage: Those who specialize in magical research will
prefer to inhabit complex underground cave systems, often uncover powerful magic secrets that augment their already potent arcane power. That said, a going for decades or centuries old green may fall behind a decades old human wizards in pure spell power, as their research tends to lack in immediate practical application.
* BadassBookworm: Greens may be
without ever setting foot on the most intellectual surface.
* CrystallineCreature: Their scales resemble a full-body coating
of gems.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as crystal ''drakes'' and does not consider them part of a sept of true
dragons, but they are still ''dragons''. On top of that, in addition to giving their drive for self improvement also extends to their bodies and most perform rigorous exercise every day to stay in peak physical condition.
* BerserkButton: Misattributing a green's work, or worse, taking credit for it. This goes double if the culprit is a lesser species like a human, and even greens who've never heard of the slighted dragon will take great offense on their behalf.
* ChallengeSeeker: As a lack of challenge can mean stagnation, greens tend to seek out difficult tasks. These can range from frustrating social interactions to semi-dangerous fights, so long
alignment as it's not something that can be bested easily.
LawfulNeutral.%%In-universe
* ChameleonCamouflage: Old and older green dragons can hide in any natural terrain just by standing still, even without cover or concealment. The fact that this works equally well in deserts and caves despite the vast difference in coloration indicates they can actually change color biologically, as the ability is non-magical in nature.
* DeadlyGas:
GemstoneAssault: Their breath weapons consist weapon is a flurry of a cloud of deadly gas -- acidic in 1st edition, toxic in 2nd.
razor-sharp crystals.
* EnchantedForest: Their preferred habitat are vast, primal forests TheGoodKing: Crystal dragons habitually form personal empires and fiefdoms where the trees tower they rule over even their own sizable forms, and actively cultivate their home woodlands to turn them into this.
* FisherKing: A forest in a green dragon's territory tends to be in better condition that nearby woodlands, as they view the condition
other natives of their domain as a reflection of themselves.
* FriendlyEnemy: So long as there isn't a specific reason for enmity, they get along quite well with bronzes due to their respect for fellow scholars.
* GeniusBruiser: No less physically dangerous than any other dragon, greens are naturally gifted at mathematics. They typically leverage this gift towards magical theory, astronomy, planar research, and other advanced subjects.
* GreenThumb: Green dragons develop a number of ways to manipulate plant life as they mature,
plane such as dwarves, mephits, oreads and shaitan genies. Unlike the ability to hasten plant growth or to animate and control trees.
* HeelFaceTurn: More greens abandon their evil ways than all other chromatics combined. That said, few actually go all the way to Good, settling instead into some strain of Neutral.
* HornsOfVillainy: A large rhino-like horn on their nose. This actually becomes a problem as they grow older and the horn begins to create a blind spot, so many carve or otherwise shape it to be less obtrusive.
* KissKissSlap: Their competitive natures mean most reproductive trysts end in violence when one points out a flaw in the other.
* MookMaker: They can temporarily animate trees as treants to serve as minions.
* NobleDemon: Compared to other evil
brine dragons, green dragons at least have a sense of [[VillainousVirtues honor]], and they are noted to be more open to diplomacy than the other kinds of chromatic dragons. They're also the most likely chromatics to abandon evil in favor of neutrality or even benevolence, although it's still a small portion actually good rulers -- they are fiercely protective of their numbers subjects, handle fights and disputes personally without expecting them to get involved and provide a refuge from the slavery common in the powerful shaitan empire that ever does that.
rules over large parts of the Plane of Earth.
* PoisonousPerson: In 2nd Edition, {{Narcissist}}: Crystal dragons are incredibly vain about their appearances, and enjoy filling their lairs with mirrors and effective crystals in which to regard themselves. Gifts of fine mirrors are good ways to curry their favor; insults, intended or not, about their appearances are a good way to earn their wrath.
* NeatFreak: Crystal dragons lead very orderly lives, and this extends to their surroundings: they keep their lairs and hoards fastidiously ordered and organized, disdaining the untidy sprawl of treasure that most other dragons favor.
* SuperScream: Their
breath weapon is a cloud cone of toxic gas sonic force.
* TakenForGranite: When a crystal dragon bites another creature, it can leave crystals embedded in its flesh
that poisons anyone standing within it.
* {{Pride}}: They
will grant others access to gradually transform their research not out flesh into more of any sense of altruism, but to make sure they get credit and admirations for their discoveries.
* StealthExpert: Besides their ability to blend in with any terrain, they leave no tracks or other signs of their passage unless they so choose to.
* SuperNotDrowningSkills: Like black dragons, greens can breathe underwater.
* VillainousVirtues: They're moderate and self-controlled to an extend that rivals gold dragons, they focus on self-improvement both physically and mentally, and they actually cultivate and grow
themselves, eventually turning the forests in their territories.
* WeHaveReserves: Not in combat, but greens will happily spend the lives of many hundreds of lesser lifeforms for their research.
* WhenTreesAttack: Green dragons can animate trees to aid them in battle.

!!Red
victim into a crystal statue.

!!Magma
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_red_dragon.png]]
[[caption-width-right:350:"Be assured that no known language contains a singular word to describe the awesome and terrible power of red dragons."]]
org/pmwiki/pub/images/pathfinder_magma_dragon.png]]
->'''Level:''' 6-22
4-20
->'''Alignment:''' ChaoticEvil
ChaoticNeutral
->'''Size:''' Small Tiny to Colossal

When you think dragon, this is probably what pops into your head. Incredibly powerful, ruling over
Gargantuan

The dragons of elemental fire, magma dragons are volatile and unpredictable creatures who rarely form any sort of constructive societies, often developing deep rivalries with one another before even leaving
their domains with an iron fist, nests. However, individual specimens have been known to amass complex networks of minions and all too willing to reduce at least one mostly organized society of magma dragons inhabits the merest potential Emberen Recess within the Plane of a problem to ash.Fire.



* AlwaysChaoticEvil: There is exactly one recorded instance in all of history of a red dragon that wasn't evil. The rest are as vile and monstrous as they come.
* EvilCounterpart: Traditionally to gold dragons. Both are immensely powerful paragons of dragonhood and closely tied to the element of fire, as well as the strongest representatives of their respective septs. However, reds are hateful and sadistic where the golds are benevolent and peaceful, violently destructive where the golds are mentoring, and proud to be feared and loathed where the golds are respected and admired. They're also both incredibly proud and arrogant, with the golds' tendency for casual condescension being mirrored in the reds' delusions of godhood, and gold dragons are the only creatures alive that the reds treat with something approaching respect.
* ExtremeOmnivore: The fires that burn within the bodies of red dragons allow them to process and digest almost anything they can fit down their gullets -- there are very few types of animals, plants or mineral substances that a red cannot, in a pinch, digest and gain nutrition from.
* FireIsRed: Red dragons are the only chromatic dragons with access to fire as a breath weapon or to fire-related abilities, and these abilities are more extensive and developed than what metallic dragons have.
* AGodAmI: Their ego makes it nigh impossible for them to consider anything greater than themselves, so they have a tendency to declare themselves as gods.
* LawOfChromaticSuperiority: It's only natural that the red dragons are the strongest, most magically adept and most widely-feared of all dragons.
* PlayingWithFire: Red dragons have the most traditional dragon BreathWeapon of all, a jet of fire. In addition, adult red dragons gain an aura of intense heat surrounding their bodies that causes damage to anyone standing near them, as well as the ability to manipulate fire and flames.
* {{Pride}}: Reds are extremely proud beings: they are some of the strongest and most powerful entities they are likely to ever encounter, and they know this very well. As a result, old and powerful reds are some of the most prideful and arrogant beings alive, viewing themselves as so close to godhood that most don't even bother with religion out of deep-seated dislike for admitting that there's anything mightier than themselves.

!!White Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_white_dragon.png]]
[[caption-width-right:350:"White dragons are stupid, weak, savage, and pathetic -- [[OvershadowedByAwesome as dragons go]]."]]
->'''Level:''' 2-18
->'''Alignment:''' ChaoticEvil
->'''Size:''' Tiny to Gargantuan

The least of the chromatics, white dragons are nonetheless masters of their domains due to making their homes far in the arctic where no other true dragons go. In temperate climes they lair in high, cold mountains, which can often bring them into conflict with the red and silver dragons that also live there.

to:

* AlwaysChaoticEvil: There is exactly one recorded instance in all of history of a red dragon that wasn't evil. The rest are as vile and monstrous as they come.
* EvilCounterpart: Traditionally to gold dragons. Both are immensely powerful paragons of dragonhood and closely tied to
ElementalPersonalities: Magma dragons, the element primal dragons of elemental fire, as well as are impulsive, emotional beings with a species-wide case of HairTriggerTemper.
* HairTriggerTemper: They're very temperamental and prone to violent mood swings. Even other dragons consider them volatile, unbalanced and borderline insane.
* LavaMagicIsFire: Magma dragons are
the strongest primal representatives of their respective septs. However, reds are hateful elemental fire, which they phyiscally embody specficially by resembling and sadistic manipulating molten rock.
* MagmaMan: Their skin resembles a thin black crust of rock, with rivulets of lava flowing from
where the golds are benevolent and peaceful, violently destructive where the golds are mentoring, and proud to be feared and loathed where the golds are respected and admired. They're it fissures. They can also both incredibly proud and arrogant, with the golds' tendency for casual condescension being mirrored in the reds' delusions breathe a jet of godhood, and gold dragons are the only creatures alive that the reds treat with something approaching respect.
* ExtremeOmnivore: The fires that burn within the bodies of red dragons allow them to process and digest almost anything they can fit down their gullets -- there are very few types of animals, plants or mineral substances that a red cannot, in a pinch, digest and gain nutrition from.
* FireIsRed: Red dragons are the only chromatic dragons with access to fire
lava as a breath weapon or to fire-related abilities, and these abilities are more extensive and developed than what metallic dragons have.
* AGodAmI: Their ego makes it nigh impossible for them to consider anything greater than themselves, so they have
replace their original fire, which is in turn replaced later on by a tendency to declare themselves as gods.
* LawOfChromaticSuperiority: It's only natural
glob of lava that solidifies on contact with the red dragons are the strongest, most magically adept and most widely-feared of all dragons.
target.
* PlayingWithFire: Red dragons have the most traditional dragon BreathWeapon They can cast ''burning hands'', ''wall of all, a jet of fire. In addition, adult red dragons gain an aura of intense heat surrounding their bodies that causes damage to anyone standing near them, as well as the ability to manipulate fire fire'' and flames.
''produce flame'' at will.
* {{Pride}}: Reds are extremely proud beings: they are some of the strongest VolcanicVeins: Literally. A magma dragon's stony skin is crisscrossed by glowing cracks and most powerful entities they are likely to ever encounter, and they know this very well. As a result, old and powerful reds are some of the most prideful and arrogant beings alive, viewing themselves as so close to godhood that most don't even bother fissures dripping with religion out of deep-seated dislike for admitting that there's anything mightier than themselves.

!!White
molten lava.

!!Umbral
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_white_dragon.org/pmwiki/pub/images/umbral_dragon.png]]
[[caption-width-right:350:"White dragons are stupid, weak, savage, and pathetic -- [[OvershadowedByAwesome as dragons go]]."]]
->'''Level:''' 2-18
6-22
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:''' Tiny Small to Gargantuan

The least of
Colossal

Normally native to
the chromatics, white Netherworld, umbral dragons are nonetheless masters often settle down on Golarion proper, seeking out places that remind them of their domains due to making their homes far in home, such as the arctic where no other true dragons go. In temperate climes they lair in high, cold dark hearts of forests, foreboding mountains, which can often bring them into conflict with gloomy swamps and the red and silver dragons that also live there.darkest depths of the earth.



* AnIcePerson: Their BreathWeapon is a gale of freezing air, and they have access to a number of ice-based abilities, such as the power to create localized blizzards or to shape and control ice and snow.
* ButtMonkey: Their stupidity and relative weakness makes them a laughingstock among other dragons. [[NotSoHarmlessVillain Not that they're not capable of casually wiping a Humanoid settlement off of the map]].
* DumbMuscle: White Dragons are some of the only true dragons that are, across the board, ''dumber'' than most humanoids.
* OvershadowedByAwesome: White dragons are not, on an objective scale, weak creatures. They are still dragons, after all, and older whites are in many cases the among the most powerful and dominant creatures in their icy arctic homes. They simply have the poor fortune to be in the same family as red, blue and green dragons and of sharing their preferred habitats with both the more powerful silver dragons and the more numerous and organized frost giants. While mighty by humanoid standards, whites rarely shine against either their relatives or their neighbors.

to:

* AnIcePerson: Their BreathWeapon is BeneathTheEarth: There's a gale fairly sizable population of freezing air, and them inhabiting the Vaults of Orv, the deepest level of the Darklands, where they have access to a number of ice-based abilities, such rule over the vault known as the power Midnight Mountains.
* CastingAShadow: They can breathe a cone of shadows
to blind foes, create localized blizzards or to shape areas of magic darkness, hide themselves within shadows and control ice travel through them, and snow.
raise those they kill as {{Living Shadow}}s under their control.
* ButtMonkey: Their stupidity and relative weakness makes them a laughingstock among other dragons. [[NotSoHarmlessVillain Not that they're not capable of casually wiping a Humanoid settlement off of the map]].
* DumbMuscle: White Dragons are some of the only true
DirtyCoward: Umbral dragons that are, across the board, ''dumber'' have no interest in anything resembling a fair fight. They happily prey on those weaker than most humanoids.
themselves, but as soon as a foe actually manages to strike back at them they flee back into the shadows to lick their wounds and plot ways to get revenge without actually having to risk themselves.
* OvershadowedByAwesome: White dragons are not, on an objective scale, weak creatures. They are still ElementalPersonalities: Umbral dragons, after all, the primal dragons of shadow, are scheming, secretive and older whites are ambitious, hiding themselves in desolate lairs while their nurse long-running plots for influence and power.
* FoodChainOfEvil: Unlike
many cases the among the most powerful and dominant other evil creatures in their icy arctic homes. that feed primarily off of humanoids, the umbral dragons' favorite prey are the undead. This is sometimes exploited by humanoids plagued by undead, such as a group of priests of the death goddess Pharasma who bribed a young umbral dragon into moving to the Mana Wastes to hunt the local specters and ghosts.
* LifeDrain:
They simply have the poor fortune can cast ''vampiric touch'' at will to be in the same family as red, blue and green dragons and of sharing their preferred habitats siphon off other creatures' lifeforce.
* TouchTheIntangible: They can interact
with both the more powerful silver dragons spectral undead as if they were corporeal creatures -- a useful trait for them, as ghosts, specters, shadows and the more numerous and organized frost giants. While mighty by humanoid standards, whites rarely shine against either like are their relatives or their neighbors.favorite source of food.



[[folder:Metallic Dragon]]
The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of the chromatic dragons, older metallic dragons are some of the most world-shakingly powerful beings on Golarion. [[GoodIsImpotent Now if only they would do something...]]

to:

[[folder:Metallic [[folder:Imperial Dragon]]
The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of the chromatic Serpentine, antlered and wingless dragons, older metallic the imperial dragons are some of the most world-shakingly powerful beings on Golarion. [[GoodIsImpotent Now if only they would do something...]]dominant draconic species in the continent of Tian Xia. They are much more deeply tied to their humanoid neighbors than western dragon breeds are, and often closely involved in the affairs of their kingdoms. In second edition, they're given closer ties to the elements in a pattern matching the traditional Chinese five-element model.



* BreathWeapon: Unlike chromatic dragons, metallics get two breath weapons: one that deals direct damage and one that induces a status effect.
* FaceHeelTurn: Metallic dragons will sometime fall to corruption and evil, an event dragons call a "tarnishing".
* GoldSilverCopperStandard: Gold dragons are the most powerful and respected of the metallics, followed by silver dragons, then bronze dragons, and finally brass and copper dragons. They also follow this as an informal social system of sorts, with gold dragons generally being the most influential and respected among the metallic breeds.

!!Gold Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gold_dragon.png]]
[[caption-width-right:350:"In a world ever in flux, it is the unmistakably powerful golds who seem to remain unchanging fixtures within it."]]
->'''Level:''' 7-23
->'''Alignment:''' LawfulGood

to:

* BreathWeapon: Unlike chromatic ElementalDragon: In Second Edition, each imperial dragon species is aligned with one classical Chinese element -- fire, water, earth, metal or wood.
* ElementalRockPaperScissors: An imperial dragon finds its powers hindered by an opposing element while becoming stronger if targeted with a specific third.
* FarEast: They are the native dragons of Tian Xia, ''Pathfinder'''s stand-in for eastern Asia, and are themselves inspired by the dragons from Chinese, Japanese and other East Asian mythologies.
* FeedItWithFire: In Second Edition, targeting an imperial dragon with a weapon or attack based off of the element that they resist will only make them stronger.
* {{Flight}}: Like all
dragons, metallics get two breath weapons: one that deals direct damage and one that induces a status effect.
* FaceHeelTurn: Metallic
imperial dragons will sometime fall to corruption can fly with ease, and evil, an event are skilled and graceful fliers as well. However, as the only dragons call a "tarnishing".
with no wings, their flight is entirely supernatural in nature.
* GoldSilverCopperStandard: Gold HornAttack: All imperial dragons are the most powerful and respected of the metallics, followed by silver dragons, then bronze dragons, and finally brass and copper dragons. They also follow this as an informal social system of sorts, with gold dragons generally being the most influential and respected among the metallic breeds.

!!Gold
can use their antlers for goring attacks.

!!Forest
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gold_dragon.png]]
[[caption-width-right:350:"In a world ever in flux, it is the unmistakably powerful golds who seem to remain unchanging fixtures within it."]]
org/pmwiki/pub/images/pathfinder_forest_dragon.png]]
->'''Level:''' 7-23
6-22
->'''Alignment:''' LawfulGoodChaoticEvil



The metallics ''par excellence'', gold dragons are creatures of immense power and boundless paternalistic benevolence, keeping the company of celestial beings and seeing the rest of mortalkind as children in need of guidance.

to:

The metallics ''par excellence'', gold Also called dilungs, these vile, aggressive dragons are creatures of immense power inhabit deep forests. They hate everything to do with progress and boundless paternalistic benevolence, keeping civilization, preferring to live deep in the company of celestial beings wild alongside animals and seeing the rest of mortalkind as children in need of guidance.monsters.



* AlwaysLawfulGood: Gold dragons are, among all the metallic dragons, the least likely to ever tarnish away from empathy and benevolence. In fact, such an event only ever happened once in recorded history, and the dwarves who eventually found the tarnished gold's body even thought they had discovered a new breed of chromatic "yellow dragons" rather than a fallen metallic.
* BefriendingTheEnemy: Their ageless wisdom can allow them to reason with their enemies and turn them into allies or abandon their evil ways. Learning to use this trope wisely becomes a major theme in ''[[VideoGame/PathfinderWrathOfTheRighteous Pathfinder: Wrath of The Righteous]]'' during the Golden Dragon Mythic Path.
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed and needs to be taken down.
* KnockoutGas: Older dragons can use these instead of their fire breath to incapacitate their enemies.
* IncorruptiblePurePureness: Unlike other metallics, they are borderline immune to falling to madness. They can even lead other dragons who are in the process of falling back to lucidity.
* KnightInShiningArmor: Their main shtick is hunting down evil, no matter where it lurks. Unfortunately, this makes them the most likely of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient and older gold dragons can cast ''sunburst'' as spell-like ability at will.
* LightIsGood: The golds are the most noble dragons and the ones most associated with light.
* MyGrandsonMyself: Gold dragons often take on humanoid guises to blend into other species' societies; however, since most dragons will outlive even the most long-lived elves by millennia, they generally need to at least put on a pretense of aging. While golds will generally fake their own deaths once their "lifetimes" are up, ones particularly attached to their guises will pose as their own children, grandchildren and so on. While this tends to work fine at first, their neighbors tend to catch wise to there being something fishy going on after a few generations of single people suddenly producing grown children out of nowhere.
* TheParagon: They're always ready to stand against great evil, but one of their favorite passtimes is inspiring others to find the courge and strength to battle evil themselves.
* PlayingWithFire: Their BreathWeapon is a cone of fire, and as they age they develop of fiery aura as well.
* TheRedeemer: If a villain has a shred of humanity left in their heart, a gold dragon will try its best to bring it out and redeem them.

!!Silver Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_silver_dragon.png]]
[[caption-width-right:350:"Some humans mistakenly call silver dragons the paladins of dragons, but doing so ignores the very fact that silver dragons existed long before paladins and follow codes more limiting than humans can fathom."]]
->'''Level:''' 6-22
->'''Alignment:''' LawfulGood

to:

* AlwaysLawfulGood: Gold DishingOutDirt: In First Edition, their breath weapon is a hail of rocky shards, and they gain a number of earth-based abilities and magical tricks as they age, such as petrifying foes and summoning earth elementals.
* EnchantedForest: They inhabit deep, primal forests throughout Tian Xia, and gain a number of abilities centered on increasing their ability to move in thickly forested areas.
* FeedItWithFire: In Second Edition, if a forest dragon is struck by a water-based attack it takes no damage and instead gains temporary hit points.
* GreenThumb: In Second Edition, forest
dragons are, among all the metallic dragons, the least likely are closely tied to ever tarnish away plant life and possess a number of abilities pertaining to it, such as turning themselves into trees and magically controlling and speaking with plants.
* PlantPerson: In Second Edition, as forest dragons age, their skin hardens into bark, their hair grows mossy, and leaves sprout
from empathy and benevolence. their horns.
* {{Retcon}}:
In fact, such an event only ever happened once in recorded history, and the dwarves who eventually found the tarnished gold's body even thought First Edition, they had discovered a new breed of chromatic "yellow dragons" rather than a fallen metallic.
* BefriendingTheEnemy: Their ageless wisdom can allow
have the Earth subtype and mostly earth-themed spells and abilities. Second Edition changes them to reason with be closely tied to plant life instead, exchanging earth-shaping magic for plant-based spells and their enemies and turn them into allies or abandon their evil ways. Learning to use this trope wisely becomes rocky BreathWeapon for a major theme in ''[[VideoGame/PathfinderWrathOfTheRighteous Pathfinder: Wrath swarm of The Righteous]]'' during the Golden Dragon Mythic Path.
insects.
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed and needs to be taken down.
* KnockoutGas: Older dragons can use these instead of their fire breath to incapacitate their enemies.
* IncorruptiblePurePureness: Unlike other metallics, they are borderline immune to falling to madness. They can even lead other dragons who are in the process of falling back to lucidity.
* KnightInShiningArmor: Their main shtick is hunting down evil, no matter where it lurks. Unfortunately, this makes them the most likely of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient and older gold dragons can cast ''sunburst'' as spell-like ability at will.
* LightIsGood: The golds are the most noble dragons and the ones most associated with light.
* MyGrandsonMyself: Gold dragons often take on humanoid guises to blend into other species' societies; however, since most dragons will outlive even the most long-lived elves by millennia, they generally need to at least put on a pretense of aging. While golds will generally fake their own deaths once their "lifetimes" are up, ones
SummonMagic: In First Edition, particularly attached to old forest dragons can summon greater earth elementals when they use their guises will pose as breath weapon.
* TakenForGranite: In First Edition, great wyrm forest dragons have the ability to petrify any creature that
their own children, grandchildren and so on. While this tends to work fine at first, their neighbors tend to catch wise to there being something fishy going on after a few generations of single people suddenly producing grown children out of nowhere.
* TheParagon: They're always ready to stand against great evil, but one of their favorite passtimes is inspiring others to find the courge and strength to battle evil themselves.
* PlayingWithFire: Their
BreathWeapon is a cone of fire, reduces to 0 or less hit points, instantly killing them.
* {{Transflormation}}: In Second Edition, adult
and as they age they develop of fiery aura as well.
* TheRedeemer: If
older forest dragons can turn themselves into trees at will. In addition, when ancient and older ones kill another creature with a villain has a shred of humanity left in bite attack, their heart, target is turned into living wood. The resulting statue can turn into a gold dragon will try tree over time, but cannot be used to resurrect its best to bring it out and redeem them.

!!Silver
former self.

!!Sea
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_silver_dragon.org/pmwiki/pub/images/pathfinder_sea_dragon_9.png]]
[[caption-width-right:350:"Some humans mistakenly call silver dragons the paladins of dragons, but doing so ignores the very fact that silver dragons existed long before paladins and follow codes more limiting than humans can fathom."]]
->'''Level:''' 6-22
4-20
->'''Alignment:''' LawfulGoodChaoticGood



Silver dragons are knights and crusaders, devoting their lives to fighting evil and championing goodness. Their immensely strict codes of ethics help ensure that they live up to the lofty ideals they hold... but silver dragons fall more often than any other metallic dragons, and when they fall they fall ''hard''.

to:

Silver Also known as jiaolungs, these are benevolent, blue-scaled dragons who live in the oceans. They are knights generally benevolent beings and crusaders, devoting revered as protectors by people who make their lives to fighting evil living on the sea, but can be as fickle and championing goodness. Their immensely strict codes of ethics help ensure that they live up to unpredictable as the lofty ideals they hold... but silver dragons fall more often than any other metallic dragons, and when they fall they fall ''hard''.ocean.



* AnIcePerson: Their BreathWeapon is a cone of freezing air, and they gain a damaging aura of cold as they age.
* CloserToEarth: They have probably the best understanding of the Humanoid races they protect out of all the metallic dragons.
* TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes and traditions governing almost every facet of their lives, and only allow themselves to undertake important actions -- crusading, warring, meditating, praying, hunting, mating -- for very specific reasons, at very specific times and/or in very specific, ritualized manners. They even used to have strictures governing how and when they were allowed to ''defecate'', until a scandalized copper dragon petitioned a council of golds to have these lifted.
* FaceHeelTurn: Silvers are more prone to tarnishing and slipping into uncaring neutrality or outright evil than any other type of metallic dragon -- although it's still a rare thing, in absolute terms -- which some theorize is linked to their obsession with imposing strict rules and codes of conduct upon themselves.
* TheParalyzer: Their ''other'' BreathWeapon allows them to be this, paralyzing anyone who fails their saving throw.
* VoluntaryShapeshifting: Technically, most dragons can Polymorph. That said, silver dragons are the only ones that respect other races enough to do it on any kind of regular basis.
* SolidClouds: They can walk on clouds as if they were solid ground.

!!Brass Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brass_dragon.png]]
[[caption-width-right:350:"A brass dragon knows everyone worth knowing in the nearby cities, and many not worth knowing."]]
->'''Level:''' 3-19
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny to Gargantuan

Brass dragons are intensely social creatures, and greatly enjoy the company of other dragons and of humanoids alike. They frequently visit human cities, rarely bothering to conceal their true forms when doing so, and form enormous social networks around themselves that they use to keep tabs on the communities they are part of.

to:

* AnIcePerson: Their BreathWeapon is ElementalShapeshifting: When targeted by a physical or fire-based attack, sea dragons turn into water for a split second to increase their defense against it.
* MakingASplash: They can control water to an extensive degree, to the point of being able to create full-sized tidal waves. They can also launch a jet of water instead of their usual breath weapon,
a cone of freezing air, scalding steam, and they gain a damaging aura of cold can move with supernatural ease as they age.
* CloserToEarth: They have probably
long as they're in the best understanding water.
* MaterialMimicry: In Second Edition, striking a sea dragon with a weapon made out of metal or with a spell that uses metal will turn many
of the Humanoid races they protect out dragon's scales into metal of all the metallic dragons.
* TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes and traditions governing almost every facet of
kind used, increasing their lives, and only allow themselves to undertake important actions -- crusading, warring, meditating, praying, hunting, mating -- armor for very specific reasons, at very specific times and/or in very specific, ritualized manners. They even used to have strictures governing how and when they were allowed to ''defecate'', until a scandalized copper dragon petitioned a council the duration of golds to have the fight.
* SeaMonster: As if the name "sea dragon" hasn't made it clear,
these lifted.
giant reptilian creatures live in the oceans.
* FaceHeelTurn: Silvers are more prone to tarnishing TeleportationWithDrawbacks: As long as they're immersed in a body of water, they can disappear from it and slipping into uncaring neutrality or outright evil than reappear in any other type one of metallic dragon -- although it's still a rare thing, in absolute terms -- which some theorize is linked to their obsession with imposing strict rules and codes of conduct upon themselves.
* TheParalyzer: Their ''other'' BreathWeapon allows them to be this, paralyzing anyone who fails their saving throw.
* VoluntaryShapeshifting: Technically, most dragons can Polymorph. That said, silver dragons are the only ones that respect other races enough to do it on any kind of regular basis.
* SolidClouds: They can walk on clouds as if they were solid ground.

!!Brass
choosing.

!!Sky
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brass_dragon.png]]
[[caption-width-right:350:"A brass dragon knows everyone worth knowing in the nearby cities, and many not worth knowing."]]
org/pmwiki/pub/images/pathfinder_sky_dragon.png]]
->'''Level:''' 3-19
5-21
->'''Alignment:''' ChaoticGood
LawfulGood
->'''Size:''' Tiny Small to Gargantuan

Brass
Colossal

Sky dragons, or tienlungs, are wise and noble creatures who spend much of their long lives high in the sky. They are unusual among
dragons are intensely social creatures, and greatly enjoy the company of other dragons and of humanoids alike. They frequently visit human cities, rarely bothering to conceal for their true forms when doing so, great religious piety, and form enormous social networks around themselves that they use to keep tabs on the communities they are part of.often sought out by hopefuls seeking wisdom and guidance.



* DishingOutDirt: Brass dragons have the ability to control sand and summon sandstorms.
* ForcedSleep: Their secondary breath weapon is a cloud of sleep-inducing gas.
* ObfuscatingStupidity: The natural gaiety and light-heartedness of brasses often leads to them being perceived as foolish and scatterbrained simpletons, an image they deliberately cultivate to lead their opponents to underestimate them.
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain a fiery damaging aura as they age.
* SummonMagic: Brass dragon great wyrms can summon a noble djinni once a day.

!!Copper Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_copper_dragon.png]]
[[caption-width-right:350:"Those with a mission of mercy to perform, a tyrant to overthrow, or a wrong to right cannot hope to find a more enthusiastic supporter than a copper dragon -- [[AttentionDeficitOohShiny for a time]]."]]
->'''Level:''' 4-20
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny to Gargantuan

Mercurial, emotional and intensely freedom-loving, copper dragons are the most inconstant members of the metallic sept -- while their sense of morality is as strong as any metallic's, their attention span is quite low and often prevents them from fully devoting themselves to whichever case they've impulsively sworn themselves to. They're also quite emotional, and the most likely metallics to rampage.

to:

* DishingOutDirt: Brass BlowYouAway: Although this is less emphasized that their connection with electricity, they are creatures of the air, and can manipulate air and wind as they please.
* PiousMonster: Sky
dragons have maintain a strong religious tradition and a sincere reverence for the ability to control sand and summon sandstorms.
gods, something unique among the generally irreligious dragons.
* ForcedSleep: ShockAndAwe: Their secondary breath weapon is a cloud cone (in First Edition) or a ball (in Second) of sleep-inducing gas.
* ObfuscatingStupidity: The natural gaiety and light-heartedness of brasses often leads
lightning, which when used by a particularly old dragon can affect even creatures resistant or immune to them being perceived as foolish and scatterbrained simpletons, an image they deliberately cultivate to lead their opponents to underestimate them.
%%* ThePhilosopher
* PlayingWithFire:
electricity. They breathe fire, and also gain a fiery damaging aura number of spells and abilities focusing on electricity, such as they age.
the ability to summon thunderstorms or throw thunderbolts.
* SummonMagic: Brass dragon great wyrms WeatherManipulation: Old or older sky dragons can summon a noble djinni once a day.

!!Copper
thunderstorms. They can also create fog, or summon various kinds of inclement weather such as sleet.

!!Sovereign
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_copper_dragon.png]]
[[caption-width-right:350:"Those with a mission of mercy to perform, a tyrant to overthrow, or a wrong to right cannot hope to find a more enthusiastic supporter than a copper dragon -- [[AttentionDeficitOohShiny for a time]]."]]
org/pmwiki/pub/images/pathfinder_sovereign_dragon.png]]
->'''Level:''' 4-20
7-23
->'''Alignment:''' ChaoticGood
TrueNeutral
->'''Size:''' Tiny Small to Gargantuan

Mercurial, emotional
Colossal

These magnificent golden dragons, known in Tian Xia as lungwangs, are charged by the gods with safeguarding harmony
and intensely freedom-loving, copper dragons are peace; originally advisors and kingmakers, they have over time become rulers themselves. This status is somewhat contentious among the most inconstant members of the metallic sept -- while other imperial dragons, who suspect them to have sacrificed their sense of morality is as strong as any metallic's, connection to the elements in exchange for forbidden magic due their attention span is quite low and often prevents them from fully devoting themselves to whichever case they've impulsively sworn themselves to. They're also quite emotional, and the most likely metallics to rampage.unique lack of vulnerability or strength towards elemental attacks.



* AcidAttack: Their BreathWeapon is a line of acid.
* BrownNote: A great wyrm copper dragon can tell a joke so funny you die laughing if you hear it.
* TheGadfly: They enjoy a good joke and are generally quite quick to politely point out flaws in plans. They also enjoy annoying and frustrating enemies when fighting, and have a number of abilities themed around forcing others to laugh.
* ThePrankster: Of the non-malicious sort, considering they are good aligned.
* WeakButSkilled: They are the weakest of the metallic dragons by a fair margin, but tend to also be quite quick-witted and creative, even by Dragon [[SuperIntelligence standards]].

!!Bronze Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bronze_dragon.png]]
[[caption-width-right:350:"You can trust a bronze dragon with your secrets, your gold, your dearest treasures. A bronze would rather die than betray that trust"]]
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Bronze dragons are hermits among the metallics, rarely seeking to involve themselves in the affairs of the wider world and preferring to spend their time reading and researching in their lairs. They also frequently act as guardians of precious or dangerous objects, as they have few objections to sitting in one place for years at a time to stand watch over their charge.

to:

* AcidAttack: Their BreathWeapon is a line of acid.
* BrownNote: A great wyrm copper dragon can tell a joke so funny you die laughing if you hear it.
* TheGadfly: They enjoy a good joke and are generally quite quick to politely point out flaws in plans. They also enjoy annoying and frustrating enemies when fighting, and have a number of abilities themed around forcing others to laugh.
* ThePrankster: Of the non-malicious sort, considering they are good aligned.
* WeakButSkilled: They are the weakest of the metallic
ArmoredDragons: Sovereign dragons by a fair margin, always go clad in their distinctive golden armor. Humanoids find this very impressive, but tend other dragons think it's kind of ridiculous.
* DealWithTheDevil: While there's no definitive proof either way, other imperial dragons suspect that the lungwangs made a bargain with something in the past where they sacrificed their elemental affinities in exchange for forbidden arcane magic.
* DishingOutDirt: They have some magical control over stone, which they can shape and mold
to their liking.
* InstantArmor: Old sovereign dragons can cover themselves in their armor, and
also be quite quick-witted and creative, even by Dragon [[SuperIntelligence standards]].

!!Bronze
dismiss said armor, at will.
* SuperScream: Their breath weapon is a cone of sonic force charged with psychic energy.

!!Underworld
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bronze_dragon.png]]
[[caption-width-right:350:"You can trust a bronze dragon with your secrets, your gold, your dearest treasures. A bronze would rather die than betray that trust"]]
org/pmwiki/pub/images/pathfinder_underworld_dragon.png]]
->'''Level:''' 5-21
3-19
->'''Alignment:''' LawfulGood
LawfulEvil
->'''Size:''' Small Tiny to Colossal

Bronze
Gargantuan

Futsanglungs, as they are also known, are cruel, tyrannical
dragons who live deep underground. They are hermits among the metallics, rarely seeking to involve themselves in the affairs living embodiments of the wider world burning forces beneath the earth and preferring to skilled alchemists, and spend their time reading long lives gathering treasure and researching in their lairs. They also frequently act as guardians rare reagents from the bowels of precious or dangerous objects, as they have few objections to sitting in one place for years at a time to stand watch over their charge.the earth.



* TheHermit: Bronze dragons are the least sociable of the metallics and prefer to spend their time alone with their books and research, often spending years or decades at a time holed up in seclusion before being forced to return to society to acquire new reading material.
* MakingASplash: Bronze dragons are the most aquatic of the standard dragons, and gain a number of water-related abilities as they age, culminating in the ability to create vortexes and tidal waves.
* MisunderstoodLonerWithAHeartOfGold: Solitary, even by dragon standards, but firmly good nonetheless.
* ShockAndAwe: Their BreathWeapon is a line of electricity. In addition, old bronze dragons are surrounded by an electrified aura that damages those close to them.

to:

* TheHermit: Bronze dragons are the least sociable of the metallics and BeneathTheEarth: They prefer to spend make their time alone with their books and research, often spending years or decades at a time holed up in seclusion before being forced to return to society to acquire new reading material.
lairs deep underground, carving extensive complexes of mazelike tunnels deep beneath the world.
* MakingASplash: Bronze dragons FantasyMetals: Their claws are the most aquatic made of the standard dragons, and gain a number of water-related abilities as they age, culminating in the solid adamantine.
* FastTunnelling: Their Underworld Burrower
ability allows them to create vortexes and tidal waves.
dig extremely fast, gaining speed the older they get.
* MisunderstoodLonerWithAHeartOfGold: Solitary, even by FeedItWithFire: Striking an underworld dragon standards, but firmly good nonetheless.
with a wooden weapon or a plant-based spell simply stokes their internal fires, recharging their breath weapon and strengthening their fiery bites.
* ShockAndAwe: MagmaMan: They can cause volcanic eruptions by digging straight down into the earth, then bursting back to the surface while spouting lava instead of their usual breath weapon.
* PlayingWithFire:
Their BreathWeapon breath weapon is a line gout of electricity. fire and flames hot enough to melt solid rock. In addition, old bronze dragons their bites are surrounded by an electrified aura that damages those close to them.laced with fire, they constantly create auras of sweltering heat around themselves, and they can naturally cast fire-based spells such as ''wall of fire'' and ''continual flame''.



[[folder:Primal Dragon]]
A subset of true dragons that inhabit the Elemental Planes, the primal dragons base their appearance and powers off of the four classical elements and shadow.

to:

[[folder:Primal [[folder:Outer Dragon]]
A subset Dwelling on alien planets or in the depths of true space, outer dragons are mostly neutral and possess strange abilities. Unlike the Frightful Presence common to other true dragons, they have an [[BrownNote Alien Presence]] that inhabit affects enemies in different ways depending on species, and are capable of interstellar flight.

!!Lunar Dragon
->'''Level:''' 5-21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small to Colossal

* AttackReflector: They have
the Elemental Planes, the primal dragons base ability to bounce ranged touch attacks right back at their appearance attacker.
* AnIcePerson: Their BreathWeapon. It's so cold it can partially affect creatures that are immune to cold. They are also immune to cold temperatures, but vulnerable to fire
and powers off heat.
* SilverHasMysticPowers: Their claws count as silver due to their lunar connection.
* StupidityInducingAttack: Their Alien Presence affects opponents with Touch
of the four classical elements Idiocy or Feeblemind, temporarily reducing those weak enough to drooling idiots by mere proximity, and shadow.their breath can also cause confusion.

!!Solar Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal



* ElementalDragon: In addition to being dragons, cloud, brine, crystal and magma dragons are also elemental beings of air, water, earth, and fire. In 2nd Edition, primal dragons (except the umbral dragon) are classified as both elementals and dragons.
* ElementalPlane: Each primal dragon species hails from one of the elemental planes, except for umbral dragons, which inhabit the Netherworld and the Universe.

!!Brine Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brine_dragon_3.png]]
->'''Level:''' 3-19
->'''Alignment:''' LawfulNeutral
->'''Size:''' Tiny to Gargantuan

The native dragons of the Plane of Water, the brine dragons rule vast tracts of the elemental sea in the name of their ruler, the elemental lord Kelizandri, and wage a bitter war for supremacy against the krakens with whom they share the plane's depths.
----
* AcidAttack: Their BreathWeapon is a line of acid.
* DefectorFromDecadence: Some brine dragons tire of the tyranny and constant infighting of Kelzandrika, and choose to distance themselves from their kin and birth culture and the Brackish Empire's constant wars. Kelizandri takes poorly to such desertion, though, and such wayward brine dragons often need to live in hiding as a result.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as brine ''drakes'' and does not consider them part of a sept of true dragons.
* TheEmpire: The brine dragons of the Elemental Plane of Water inhabit a system of realms collectively known as Kelizandrika, the Brackish Empire, where they rule as tyrants over populations of aquatic humanoids forced into servitude. In turn, the dragons serve the mightiest of the kind, the NeutralEvil power Kelizandri the Brackish Emperor, and have been steadily expanding his rule through the Plane of Water for millennia.
* TheExile: Brine dragons who depart the Brackish Empire can never go home again, for fear of Kelizandri's wrath, and as such have to live the rest of their lives in exile, either in hiding somewhere remote or perpetually on the move.
* FantasticRacism: Typically for dragons, brine dragons see themselves as above other intelligent races, something they tend to express by taking over and ruling large communities of "lesser beings".
* TheNeedsOfTheMany: Brine dragons are fiercely protective of the communities they claim as theirs, but care more about their overall health and strength than about the well-being of any specific individual and are generally quite willing to sacrifice the well-being of a few people for the benefit of the greater whole.
* MakingASplash: As creatures of elemental water, brine dragons have a great deal of direct control their native element and associated concepts, being able to manipulate water in a number of ways or to speak with fish.
* TurtleIsland: Not actually turtles, but close enough in other regards -- they sometimes reach such tremendous sizes that, when forced to take up nomadic lives for whatever reason, they often carry their entire kingdoms on their backs.

!!Cloud Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cloud_dragon.png]]
->'''Level:''' 5-21

to:

* ElementalDragon: In addition to being dragons, cloud, brine, crystal GreenThumb: They can both blight and magma dragons animate and control plants, stemming from their association with the life-giving light of suns.
* HealingHands: They can channel positive energy to heal those around them.
* LightEmUp: Their Alien Presence blinds people, and they can transform into pure light for mobility.
* PlayingWithFire: Their BreathWeapon. It's so hot it can partially affect creatures that are immune to fire. They
are also elemental beings of air, water, earth, immune to heat, but vulnerable to ice and fire. In 2nd Edition, primal dragons (except the umbral dragon) are classified as both elementals cold.
* PowerOfTheSun: Obviously. This grants them abilities relating to fire, light,
and dragons.
* ElementalPlane: Each primal dragon species hails from one of the elemental planes, except for umbral dragons, which inhabit the Netherworld and the Universe.

!!Brine
life.

!!Time
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brine_dragon_3.png]]
->'''Level:''' 3-19
->'''Alignment:''' LawfulNeutral
->'''Size:''' Tiny to Gargantuan

The native dragons of the Plane of Water, the brine dragons rule vast tracts of the elemental sea in the name of their ruler, the elemental lord Kelizandri, and wage a bitter war for supremacy against the krakens with whom they share the plane's depths.
----
* AcidAttack: Their BreathWeapon is a line of acid.
* DefectorFromDecadence: Some brine dragons tire of the tyranny and constant infighting of Kelzandrika, and choose to distance themselves from their kin and birth culture and the Brackish Empire's constant wars. Kelizandri takes poorly to such desertion, though, and such wayward brine dragons often need to live in hiding as a result.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as brine ''drakes'' and does not consider them part of a sept of true dragons.
* TheEmpire: The brine dragons of the Elemental Plane of Water inhabit a system of realms collectively known as Kelizandrika, the Brackish Empire, where they rule as tyrants over populations of aquatic humanoids forced into servitude. In turn, the dragons serve the mightiest of the kind, the NeutralEvil power Kelizandri the Brackish Emperor, and have been steadily expanding his rule through the Plane of Water for millennia.
* TheExile: Brine dragons who depart the Brackish Empire can never go home again, for fear of Kelizandri's wrath, and as such have to live the rest of their lives in exile, either in hiding somewhere remote or perpetually on the move.
* FantasticRacism: Typically for dragons, brine dragons see themselves as above other intelligent races, something they tend to express by taking over and ruling large communities of "lesser beings".
* TheNeedsOfTheMany: Brine dragons are fiercely protective of the communities they claim as theirs, but care more about their overall health and strength than about the well-being of any specific individual and are generally quite willing to sacrifice the well-being of a few people for the benefit of the greater whole.
* MakingASplash: As creatures of elemental water, brine dragons have a great deal of direct control their native element and associated concepts, being able to manipulate water in a number of ways or to speak with fish.
* TurtleIsland: Not actually turtles, but close enough in other regards -- they sometimes reach such tremendous sizes that, when forced to take up nomadic lives for whatever reason, they often carry their entire kingdoms on their backs.

!!Cloud Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cloud_dragon.png]]
->'''Level:''' 5-21
7-23



Wanderers and explorers native to the Plane of Air, cloud dragons spend their lives on the move in search of whatever may be over the next horizon, only returning to their hidden and well-defended lairs to deposit particularly valuable treasures recovered during their journeys.

to:

Wanderers * {{Immortality}}: They never die of old age, though their bodies appear to be in a constant state of flux -- parts of them young and explorers native to others ancient.
* ShockAndAwe: Their BreathWeapon. None of their spells or other abilities have a lightning connection though.
* TimeMaster: Almost all of their abilities are based on this. They can reverse time fractionally, their Alien Presence slows enemies that get too close, and their breath weapon can move temporally displace enemies forward in time. The oldest even have
the Plane of Air, cloud ability to time travel up to three times to any point in history, an incredibly rare power in Pathfinder.
* TimePolice: They guard against those who would disrupt the temporal order.
* TooAwesomeToUse: As mentioned above, great wyrm time
dragons spend their lives on the move can time travel to any point in search of whatever may be over the next horizon, time. As they can only use said ability three times in ''their entire life'', they are ''very'' reluctant to use it (it's also unclear if going to another time and returning to the present counts as two uses or one).

!!Void Dragon
->'''Level:''' 5-21
->'''Alignment:''' NeutralEvil
->'''Size:''' Small to Colossal

* EldritchAbomination: They've been tainted by encountering these in the depths of space.
* AnIcePerson: Their BreathWeapon is a cone of ice, and they're immune to cold.
* MindRape: They inflict this on
their hidden enemies, and well-defended lairs have suffered it themselves.
* PowerOfTheVoid: Naturally. Their bites can reduce enemies
to deposit particularly valuable treasures recovered during ashes, and their journeys.abilities are a blend of madness and negative energy.
* SupernaturalSuffocation: Their breath weapon drives the air out of its targets' lungs and causes them to suffocate for several rounds.
* TokenEvilTeammate: The only of the outer dragons with an evil alignment -- not really their fault, and some still resist.

!!Vortex Dragon
->'''Level:''' 6-22
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal



* BlowYouAway: They can create and control wind and mist through their connection to their element.
* BoldExplorer: Cloud dragons are avid explorers, spending large parts of their lives journeying in search of new lands, new sights, new people and new treasures.
* ElementalPersonalities: Cloud dragons, the primal dragons of elemental air, are restless wanderers at heart, and spend their long lives wandering across the planes in search of new wonders and chasing their latest fancies.
* ElementalShapeshifting: They can turn into wisps of cloud and back.
* {{Retcon}}: In ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, the Plane of Air is described as having no native dragons and only being home to immigrant white and silver dragons. After the shift to ''Pathfinder'' 1st Edition, primal dragons became a thing and the cloud dragons of the Plane of Air were retconned into existence, with the justification that Golarion-based scholars simply didn't know of them at first and wrongly assumed that the whites and silvers were the only dragons in the plane.
* ShockAndAwe: Their main breath weapon is a line of electricity.

!!Crystal Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crystal_dragon.png]]
->'''Level:''' 2-18
->'''Alignment:''' NeutralGood

to:

* BlowYouAway: NoSell: They become immune to any effect that blocks teleportation.
* {{Teleportation}}: Their specialty.
They can create and control wind and mist move their bite through their connection rips in space to their element.
* BoldExplorer: Cloud dragons are avid explorers, spending large parts
strike things they shouldn't be able to reach. Many of their lives journeying in search of new lands, new sights, new people and new treasures.
* ElementalPersonalities: Cloud dragons, the primal dragons of elemental air, are restless wanderers at heart, and spend their long lives wandering across the planes in search of new wonders and chasing their latest fancies.
* ElementalShapeshifting: They can turn into wisps of cloud and back.
* {{Retcon}}: In ''The Great Beyond: A Guide
spells relate to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, the Plane of Air is described as having no native dragons and only being home to immigrant white and silver dragons. After the shift to ''Pathfinder'' 1st Edition, primal dragons became a thing and the cloud dragons of the Plane of Air were retconned into existence, with the justification that Golarion-based scholars simply didn't know of them at first and wrongly assumed that the whites and silvers were the only dragons this, culminating in the plane.
ability to teleport between planets.
* ShockAndAwe: VacuumMouth: Their main breath weapon is a line can be used to vacuum up an enemy to swallow them easily.
[[/folder]]

[[folder:Esoteric Dragon]]
* PsychicPowers: All esoteric dragons can use various types
of electricity.

!!Crystal
psionic powers.

!!Astral
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crystal_dragon.png]]
->'''Level:''' 2-18
5-21
->'''Alignment:''' NeutralGoodTrueNeutral
->'''Size:''' Small to Colossal

* SeeTheInvisible: Astral dragons have ''see invisibility'' as a constant spell-like ability.

!!Dream Dragon
->'''Level:''' 6-22
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* DreamWalker: A dream dragon can enter a sleeping creature's dream with its physical body, and can tell what a sleeping creature is dreaming of by looking at them.
* DreamWeaver: They can send messages into other beings' sleeping minds and create shared dreams for communication.
* ForcedSleep: Foes hit by a dream dragon's breath attack and fail a saving throw will be put to sleep, and dream dragons are themselves immune to being forced into sleeping or dreaming by external magic.
* ShockAndAwe: They get the ability to spit lighting bolts as a breath weapon.

!!Etheric Dragon
->'''Level:''' 3-19
->'''Alignment:''' TrueNeutral



The dragons of the Plane of Earth, the crystal dragons rule a complex system of scattered and fractious fiefdoms that, while individually small and vulnerable, are collectively capable of matching the Peerless Empire of the shaitans in terms of land, power and influence.

to:

* OneHitKill: If an ancient or older etheric dragon chooses to activate its grave breath, victims that fail their saving throw will be reduced to -1 hit points.
* SoulEating: Creatures devoured by an etheric dragon have their souls eaten alongside themselves and cannot be brought back without at least a mythic wish.

!!Nightmare Dragon
->'''Level:''' 2-18
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny to Gargantuan

* AcidAttack: Their breath weapon is a cone of acid.
* NightmareWeaver: A great wyrm nightmare dragon can utterly control the dreamscape of another creature, shaping them to suit its wishes, and usually does so to foster the worst nightmares it can devise. It can also cast the regular ''nightmare'' spell as an innate ability.
* SupernaturalFearInducer:
The dragons mere presence of a nightmare dragon is able to induce panic.
* YourMindMakesItReal: If a creature's lucid body dies under
the Plane control of Earth, the crystal dragons rule a complex system of scattered and fractious fiefdoms that, while individually small and vulnerable, are collectively capable of matching the Peerless Empire of the shaitans in terms of land, power and influence.nightmare dragon, then its material body also dies.

!!Occult Dragon
->'''Level:''' 2-18
->'''Alignment:''' NeutralGood
->'''Size:''' Tiny to Gargantuan



* BeneathTheEarth: When found in the Universe, crystal dragons prefer to inhabit complex underground cave systems, often going for decades or centuries without ever setting foot on the surface.
* CrystallineCreature: Their scales resemble a full-body coating of gems.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as crystal ''drakes'' and does not consider them part of a sept of true dragons, in addition to giving their alignment as LawfulNeutral.%%In-universe
* GemstoneAssault: Their breath weapon is a flurry of razor-sharp crystals.
* TheGoodKing: Crystal dragons habitually form personal empires and fiefdoms where they rule over other natives of their plane such as dwarves, mephits, oreads and shaitan genies. Unlike the brine dragons, they are noted to be actually good rulers -- they are fiercely protective of their subjects, handle fights and disputes personally without expecting them to get involved and provide a refuge from the slavery common in the powerful shaitan empire that rules over large parts of the Plane of Earth.
* {{Narcissist}}: Crystal dragons are incredibly vain about their appearances, and enjoy filling their lairs with mirrors and effective crystals in which to regard themselves. Gifts of fine mirrors are good ways to curry their favor; insults, intended or not, about their appearances are a good way to earn their wrath.
* NeatFreak: Crystal dragons lead very orderly lives, and this extends to their surroundings: they keep their lairs and hoards fastidiously ordered and organized, disdaining the untidy sprawl of treasure that most other dragons favor.
* SuperScream: Their breath weapon is a cone of sonic force.
* TakenForGranite: When a crystal dragon bites another creature, it can leave crystals embedded in its flesh that will gradually transform their flesh into more of themselves, eventually turning the victim into a crystal statue.

!!Magma Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_magma_dragon.png]]
->'''Level:''' 4-20
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Tiny to Gargantuan

The dragons of elemental fire, magma dragons are volatile and unpredictable creatures who rarely form any sort of constructive societies, often developing deep rivalries with one another before even leaving their nests. However, individual specimens have been known to amass complex networks of minions and at least one mostly organized society of magma dragons inhabits the Emberen Recess within the Plane of Fire.

to:

* BeneathTheEarth: When found in the Universe, crystal BarrierWarrior: An occult dragon has an aura that protects against law, chaos or evil.
* ItemCaddy: Occult
dragons prefer to inhabit complex underground cave systems, often going for decades can emulate any class or centuries without ever setting foot on the surface.
spellcasting ability when using magic items, or appraise any items by sight.
* CrystallineCreature: Their scales resemble a full-body coating of gems.
* EarlyInstallmentWeirdness: ''The
NoSell: Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as crystal ''drakes'' and does not consider them part of a sept of true dragons, in addition to giving their alignment as LawfulNeutral.%%In-universe
* GemstoneAssault: Their breath weapon is a flurry of razor-sharp crystals.
* TheGoodKing: Crystal
wyrm occult dragons habitually form personal empires and fiefdoms where they rule over other natives of their plane such as dwarves, mephits, oreads and shaitan genies. Unlike the brine dragons, they are noted can choose to be actually good rulers -- they are fiercely protective of their subjects, handle fights and disputes personally without expecting them immune to get involved and provide a refuge from the slavery common in the powerful shaitan empire that rules over large parts of the Plane of Earth.
* {{Narcissist}}: Crystal dragons are incredibly vain about their appearances, and enjoy filling their lairs with mirrors and effective crystals in which to regard themselves. Gifts of fine mirrors are good ways to curry their favor; insults, intended or not, about their appearances are a good way to earn their wrath.
* NeatFreak: Crystal dragons lead very orderly lives, and this extends to their surroundings: they keep their lairs and hoards fastidiously ordered and organized, disdaining the untidy sprawl of treasure that most other dragons favor.
* SuperScream: Their breath weapon is a cone of sonic force.
* TakenForGranite: When a crystal dragon bites another creature, it can leave crystals embedded in its flesh that will gradually transform their flesh into more of themselves, eventually turning the victim into a crystal statue.

!!Magma Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_magma_dragon.png]]
all divination.
[[/folder]]

[[folder:Planar Dragon]]
->'''Level:''' 4-20
->'''Alignment:''' ChaoticNeutral
8-24
->'''Size:''' Tiny Small to Gargantuan

The dragons of elemental fire, magma
Colossal

Planar
dragons are volatile and unpredictable creatures who rarely form any sort the result of constructive societies, often developing deep rivalries with one another before even leaving their nests. However, individual specimens have been known to amass complex networks of minions and at least one mostly organized society of magma true dragons inhabits intermingling with the Emberen Recess within energies of the Plane of Fire.Outer Planes, eventually becoming entirely new species. They are born in their native planes and return there in old age, but spend their adult lives in the Universe where they shape and rule territories so as to resemble their native homes.



* ElementalPersonalities: Magma dragons, the primal dragons of elemental fire, are impulsive, emotional beings with a species-wide case of HairTriggerTemper.
* HairTriggerTemper: They're very temperamental and prone to violent mood swings. Even other dragons consider them volatile, unbalanced and borderline insane.
* LavaMagicIsFire: Magma dragons are the primal representatives of elemental fire, which they phyiscally embody specficially by resembling and manipulating molten rock.
* MagmaMan: Their skin resembles a thin black crust of rock, with rivulets of lava flowing from where it fissures. They can also breathe a jet of lava as a breath weapon to replace their original fire, which is in turn replaced later on by a glob of lava that solidifies on contact with the target.
* PlayingWithFire: They can cast ''burning hands'', ''wall of fire'' and ''produce flame'' at will.
* VolcanicVeins: Literally. A magma dragon's stony skin is crisscrossed by glowing cracks and fissures dripping with molten lava.

!!Umbral Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/umbral_dragon.png]]
->'''Level:''' 6-22

to:

* ElementalPersonalities: Magma dragons, the primal HostileTerraforming: Their main schtick -- planar dragons of elemental fire, are impulsive, emotional beings with a species-wide case of HairTriggerTemper.
* HairTriggerTemper: They're very temperamental
only spend their early youths and prone extreme old age in the Outer Planes; they migrate to violent mood swings. Even other dragons consider the Inner Planes instead on reaching maturity, and use their magical abilities to tailor their surroundings (and often neighbors) to their liking. This tends to boil down to them volatile, unbalanced making their surroundings more and borderline insane.
* LavaMagicIsFire: Magma dragons are the primal representatives
more like their plane of elemental fire, origin, which they phyiscally embody specficially by resembling and manipulating molten rock.
* MagmaMan: Their skin resembles
while largely a thin black crust of rock, with rivulets of lava flowing from where it fissures. They can also breathe a jet of lava as a breath weapon to replace their original fire, which is in turn replaced later on by a glob of lava that solidifies on contact good thing with the target.
* PlayingWithFire: They can cast ''burning hands'', ''wall of fire''
Good-aligned kinds... is less than ideal when an Evil-aligned one comes along and ''produce flame'' at will.
* VolcanicVeins: Literally. A magma dragon's stony skin is crisscrossed by glowing cracks and fissures dripping with molten lava.

!!Umbral Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/umbral_dragon.png]]
->'''Level:''' 6-22
claims the countryside in the name of {{Hell}}.

!!Apocalypse Dragon



->'''Size:''' Small to Colossal

Normally native to the Netherworld, umbral dragons often settle down on Golarion proper, seeking out places that remind them of home, such as the dark hearts of forests, foreboding mountains, gloomy swamps and the darkest depths of the earth.

to:

->'''Size:''' Small to Colossal

Normally native to

Twisted, hateful monsters from
the Netherworld, umbral bleak wastes of Abaddon, apocalypse dragons often settle down on Golarion proper, seeking out places that remind them of home, such as come to the dark hearts of forests, foreboding mountains, gloomy swamps Universe to wage war on life and the darkest depths of the earth.fertility.



* BeneathTheEarth: There's a fairly sizable population of them inhabiting the Vaults of Orv, the deepest level of the Darklands, where they rule over the vault known as the Midnight Mountains.
* CastingAShadow: They can breathe a cone of shadows to blind foes, create areas of magic darkness, hide themselves within shadows and travel through them, and raise those they kill as {{Living Shadow}}s under their control.
* DirtyCoward: Umbral dragons have no interest in anything resembling a fair fight. They happily prey on those weaker than themselves, but as soon as a foe actually manages to strike back at them they flee back into the shadows to lick their wounds and plot ways to get revenge without actually having to risk themselves.
* ElementalPersonalities: Umbral dragons, the primal dragons of shadow, are scheming, secretive and ambitious, hiding themselves in desolate lairs while their nurse long-running plots for influence and power.
* FoodChainOfEvil: Unlike many other evil creatures that feed primarily off of humanoids, the umbral dragons' favorite prey are the undead. This is sometimes exploited by humanoids plagued by undead, such as a group of priests of the death goddess Pharasma who bribed a young umbral dragon into moving to the Mana Wastes to hunt the local specters and ghosts.
* LifeDrain: They can cast ''vampiric touch'' at will to siphon off other creatures' lifeforce.
* TouchTheIntangible: They can interact with spectral undead as if they were corporeal creatures -- a useful trait for them, as ghosts, specters, shadows and the like are their favorite source of food.
[[/folder]]

[[folder:Imperial Dragon]]
Serpentine, antlered and wingless dragons, the imperial dragons are the dominant draconic species in the continent of Tian Xia. They are much more deeply tied to their humanoid neighbors than western dragon breeds are, and often closely involved in the affairs of their kingdoms. In second edition, they're given closer ties to the elements in a pattern matching the traditional Chinese five-element model.

to:

* BeneathTheEarth: There's a fairly sizable population of them inhabiting the Vaults of Orv, the deepest level of the Darklands, where PlagueMaster: Their breath weapons are laced with disease and spread plague to those they rule over the vault known as the Midnight Mountains.
* CastingAShadow:
touch. They can breathe a cone of shadows to blind foes, create areas of magic darkness, hide also cast ''contagion'' and ''plague storm'' as innate spells once they grow old enough.

!!Bliss Dragon
->'''Alignment:''' NeutralGood

Dragons from Nirvana who appoint
themselves within shadows and travel through them, and raise those they kill as {{Living Shadow}}s under their control.
* DirtyCoward: Umbral dragons have no interest in anything resembling a fair fight. They happily prey on those weaker than themselves, but as soon as a foe actually manages to strike back at them they flee back into
the shadows to lick their wounds and plot ways to get revenge without actually having to risk themselves.
* ElementalPersonalities: Umbral dragons, the primal dragons of shadow, are scheming, secretive and ambitious, hiding themselves in desolate lairs while their nurse long-running plots for influence and power.
* FoodChainOfEvil: Unlike many other evil creatures that feed primarily off of humanoids, the umbral dragons' favorite prey are the undead. This is sometimes exploited by humanoids plagued by undead, such as a group of priests
guardians of the death goddess Pharasma who bribed a young umbral dragon into moving to wild places of the Mana Wastes to hunt the local specters and ghosts.
* LifeDrain: They can cast ''vampiric touch'' at will to siphon off other creatures' lifeforce.
* TouchTheIntangible: They can interact with spectral undead as if they were corporeal creatures -- a useful trait for them, as ghosts, specters, shadows and the like are their favorite source of food.
[[/folder]]

[[folder:Imperial Dragon]]
Serpentine, antlered and wingless dragons, the imperial dragons are the dominant draconic species in the continent of Tian Xia. They are much more deeply tied to their humanoid neighbors than western dragon breeds are, and often closely involved in the affairs of their kingdoms. In second edition, they're given closer ties to the elements in a pattern matching the traditional Chinese five-element model.
worlds.



* ElementalDragon: In Second Edition, each imperial dragon species is aligned with one classical Chinese element -- fire, water, earth, metal or wood.
* ElementalRockPaperScissors: An imperial dragon finds its powers hindered by an opposing element while becoming stronger if targeted with a specific third.
* FarEast: They are the native dragons of Tian Xia, ''Pathfinder'''s stand-in for eastern Asia, and are themselves inspired by the dragons from Chinese, Japanese and other East Asian mythologies.
* FeedItWithFire: In Second Edition, targeting an imperial dragon with a weapon or attack based off of the element that they resist will only make them stronger.
* {{Flight}}: Like all dragons, imperial dragons can fly with ease, and are skilled and graceful fliers as well. However, as the only dragons with no wings, their flight is entirely supernatural in nature.
* HornAttack: All imperial dragons can use their antlers for goring attacks.

!!Forest Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_forest_dragon.png]]
->'''Level:''' 6-22
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small to Colossal

Also called dilungs, these vile, aggressive dragons inhabit deep forests. They hate everything to do with progress and civilization, preferring to live deep in the wild alongside animals and monsters.

to:

* ElementalDragon: In Second Edition, each imperial dragon species is aligned with one classical Chinese element -- fire, water, earth, metal or wood.
* ElementalRockPaperScissors: An imperial dragon finds its powers hindered by an opposing element while becoming stronger if targeted with a specific third.
* FarEast:
FeatheredDragons: They are the native have vast, white birdlike wings.
* ForestRanger: Bliss
dragons of Tian Xia, ''Pathfinder'''s stand-in for eastern Asia, and are consider themselves inspired by guardians of animals and the dragons from Chinese, Japanese wilderness, watching over sanctums of pristine wildland and other East Asian mythologies.
expelling even fey and magical beasts that don't measure to their exacting standards.
* FeedItWithFire: In Second Edition, targeting an imperial dragon with a GoodWingsEvilWings: They have white bird wings instead of the usual membranous ones, fitting their status as the purely good variant of planar dragons.
* ShockAndAwe: Their breath
weapon or attack based off is a line of electricity, and deals lingering electric damage for a turn after striking.
* VoluntaryShapeshifting: They can take
the element that form of any animal they resist will only make them stronger.
* {{Flight}}: Like all dragons, imperial dragons can fly with ease, and are skilled and graceful fliers as well. However, as the only dragons with no wings, their flight is entirely supernatural in nature.
* HornAttack: All imperial dragons can use their antlers for goring attacks.

!!Forest
wish.

!!Crypt
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_forest_dragon.org/pmwiki/pub/images/crypt_dragon.png]]
->'''Level:''' 6-22
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small to Colossal

Also called dilungs, these vile, aggressive dragons inhabit deep forests.
TrueNeutral

Dragons from Pharasma's Boneyard.
They hate everything take it upon themselves to do with progress and civilization, preferring to live deep in guard the wild alongside animals and monsters.rightful passage of souls to the afterlife from all who would disrupt it, from necromancers to daemons.



* DishingOutDirt: In First Edition, their breath weapon is a hail of rocky shards, and they gain a number of earth-based abilities and magical tricks as they age, such as petrifying foes and summoning earth elementals.
* EnchantedForest: They inhabit deep, primal forests throughout Tian Xia, and gain a number of abilities centered on increasing their ability to move in thickly forested areas.
* FeedItWithFire: In Second Edition, if a forest dragon is struck by a water-based attack it takes no damage and instead gains temporary hit points.
* GreenThumb: In Second Edition, forest dragons are closely tied to plant life and possess a number of abilities pertaining to it, such as turning themselves into trees and magically controlling and speaking with plants.
* PlantPerson: In Second Edition, as forest dragons age, their skin hardens into bark, their hair grows mossy, and leaves sprout from their horns.
* {{Retcon}}: In First Edition, they have the Earth subtype and mostly earth-themed spells and abilities. Second Edition changes them to be closely tied to plant life instead, exchanging earth-shaping magic for plant-based spells and their rocky BreathWeapon for a swarm of insects.
* SummonMagic: In First Edition, particularly old forest dragons can summon greater earth elementals when they use their breath weapon.
* TakenForGranite: In First Edition, great wyrm forest dragons have the ability to petrify any creature that their BreathWeapon reduces to 0 or less hit points, instantly killing them.
* {{Transflormation}}: In Second Edition, adult and older forest dragons can turn themselves into trees at will. In addition, when ancient and older ones kill another creature with a bite attack, their target is turned into living wood. The resulting statue can turn into a tree over time, but cannot be used to resurrect its former self.

!!Sea Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sea_dragon_9.png]]
->'''Level:''' 4-20
->'''Alignment:''' ChaoticGood
->'''Size:''' Small to Colossal

Also known as jiaolungs, these are benevolent, blue-scaled dragons who live in the oceans. They are generally benevolent beings and revered as protectors by people who make their living on the sea, but can be as fickle and unpredictable as the ocean.

to:

* DishingOutDirt: In First Edition, their breath weapon is a hail of rocky shards, and they gain a number of earth-based abilities and magical tricks as they age, such as petrifying foes and summoning earth elementals.
* EnchantedForest: They inhabit deep, primal forests throughout Tian Xia, and gain a number of abilities centered on increasing their ability to move in thickly forested areas.
* FeedItWithFire: In Second Edition, if a forest dragon is struck by a water-based attack it takes no damage and instead gains temporary hit points.
* GreenThumb: In Second Edition, forest dragons
TheParalyzer: A crypt dragon's scales are closely tied to plant life and possess a number of abilities pertaining to it, such as turning themselves into trees and magically controlling and speaking filled with plants.
* PlantPerson: In Second Edition, as forest dragons age, their skin hardens into bark, their hair grows mossy, and leaves sprout from their horns.
* {{Retcon}}: In First Edition, they have the Earth subtype and mostly earth-themed spells and abilities. Second Edition changes them to be closely tied to plant life instead, exchanging earth-shaping magic for plant-based spells and their rocky BreathWeapon for a swarm of insects.
* SummonMagic: In First Edition, particularly old forest dragons
eldritch energy that can summon greater earth elementals when they use their breath weapon.
paralyze foes.
* TakenForGranite: In First Edition, great wyrm forest dragons have the ability to petrify any creature that their BreathWeapon reduces to 0 Especially weak or less unlucky foes hit points, instantly killing them.
* {{Transflormation}}: In Second Edition, adult and older forest dragons can turn themselves into trees at will. In addition, when ancient and older ones kill another creature with
by a bite attack, their target is crypt dragon's crush will get turned into living wood. The resulting statue stone.
* ThroatLight: A crypt dragon's mouth glows blue.
* TouchTheIntangible: Their physical attacks
can turn into a tree natural touch ethereal creatures such as specters and ghosts, helping them corral restless spirits and watch over time, but cannot be used to resurrect its former self.

!!Sea
the souls of the dead.

!!Edict
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sea_dragon_9.png]]
->'''Level:''' 4-20
->'''Alignment:''' ChaoticGood
->'''Size:''' Small to Colossal

Also known as jiaolungs, these are benevolent, blue-scaled dragons
LawfulNeutral

Dragons from Axis
who live in spread order and stricture to civilizations across the oceans. They are generally benevolent beings and revered as protectors by people who make their living on the sea, but can be as fickle and unpredictable as the ocean.planes.



* ElementalShapeshifting: When targeted by a physical or fire-based attack, sea dragons turn into water for a split second to increase their defense against it.
* MakingASplash: They can control water to an extensive degree, to the point of being able to create full-sized tidal waves. They can also launch a jet of water instead of their usual breath weapon, a cone of scalding steam, and can move with supernatural ease as long as they're in the water.
* MaterialMimicry: In Second Edition, striking a sea dragon with a weapon made out of metal or with a spell that uses metal will turn many of the dragon's scales into metal of the kind used, increasing their armor for the duration of the fight.
* SeaMonster: As if the name "sea dragon" hasn't made it clear, these giant reptilian creatures live in the oceans.
* TeleportationWithDrawbacks: As long as they're immersed in a body of water, they can disappear from it and reappear in any other one of their choosing.

!!Sky Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sky_dragon.png]]
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Sky dragons, or tienlungs, are wise and noble creatures who spend much of their long lives high in the sky. They are unusual among dragons for their great religious piety, and are often sought out by hopefuls seeking wisdom and guidance.

to:

* ElementalShapeshifting: When InstantRunes: They can write magical symbols extremely quickly -- quickly enough, in fact, that scrawling down runes on their foes' bodies with their claws or tails is a viable combat strategy for them.
* MindControl: For one round, great wyrm edict dragons can take control of the mind of a creature
targeted by a physical or fire-based attack, sea their breath weapon.
* WordsCanBreakMyBones: Edict
dragons turn into water for a split second to increase can hinder foes by writing magical runes on their defense against it.
* MakingASplash: They can control water to an extensive degree, to the point of being able to create full-sized tidal waves. They can also launch a jet of water instead of their usual breath weapon, a cone of scalding steam, and can move with supernatural ease as long as they're
bodies in the water.
* MaterialMimicry: In Second Edition, striking a sea dragon with a weapon made out
middle of metal or with a spell that uses metal will turn many of the dragon's scales into metal of the kind used, increasing their armor for the duration of the fight.
* SeaMonster: As if the name "sea dragon" hasn't made it clear, these giant reptilian creatures live in the oceans.
* TeleportationWithDrawbacks: As long as they're immersed in a body of water, they can disappear from it and reappear in any other one of their choosing.

!!Sky
combat.

!!Havoc
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sky_dragon.org/pmwiki/pub/images/havoc_dragon.png]]
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small
ChaoticGood

Dragons from Elysium. They seek
to Colossal

Sky dragons, or tienlungs, are wise
create realms of relaxation and noble creatures who spend much of their long lives high revelry, but often cause collateral damage in the sky. They are unusual among dragons for their great religious piety, and are often sought out by hopefuls seeking wisdom and guidance.process.



* BlowYouAway: Although this is less emphasized that their connection with electricity, they are creatures of the air, and can manipulate air and wind as they please.
* PiousMonster: Sky dragons maintain a strong religious tradition and a sincere reverence for the gods, something unique among the generally irreligious dragons.
* ShockAndAwe: Their breath weapon is a cone (in First Edition) or a ball (in Second) of lightning, which when used by a particularly old dragon can affect even creatures resistant or immune to electricity. They also gain a number of spells and abilities focusing on electricity, such as the ability to summon thunderstorms or throw thunderbolts.
* WeatherManipulation: Old or older sky dragons can summon thunderstorms. They can also create fog, or summon various kinds of inclement weather such as sleet.

!!Sovereign Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sovereign_dragon.png]]
->'''Level:''' 7-23
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

These magnificent golden dragons, known in Tian Xia as lungwangs, are charged by the gods with safeguarding harmony and peace; originally advisors and kingmakers, they have over time become rulers themselves. This status is somewhat contentious among the other imperial dragons, who suspect them to have sacrificed their connection to the elements in exchange for forbidden magic due their unique lack of vulnerability or strength towards elemental attacks.

to:

* BlowYouAway: Although this is less emphasized that FairyDragons: They strongly resemble a supersized version of this. They sport butterfly wings and antennae, and further share true faerie dragons' whimsical natures, ChaoticGood alignment and tendency for their connection with electricity, they are creatures attempts to foster havens of the air, carefree life and can manipulate air revelry to backfire in some manner, but grow to be as large and wind powerful as they please.
* PiousMonster: Sky dragons maintain a strong religious tradition and a sincere reverence for the gods, something unique among the generally irreligious
any other breed of true dragons.
* ShockAndAwe: Their SuperScream: A havoc dragon's breath weapon is a cone (in First Edition) or a ball (in Second) of lightning, sonic force.
* TailSlap: They're well-suited to using their long tails as lashing, whiplike weapons,
which when used by a particularly old dragon they can affect even creatures resistant or immune use to electricity. They also gain a number of spells and abilities focusing on electricity, such as the ability to summon thunderstorms or throw thunderbolts.
* WeatherManipulation:
trip their foes. Old or older sky havoc dragons can summon thunderstorms. gain additionally powerful tail attacks, which deal three times the damage they would under normal conditions.
* VoluntaryShapeshifting:
They can also create fog, take the shape of any humanoid or summon various kinds of inclement weather such as sleet.

!!Sovereign
animal they please.

!!Infernal
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sovereign_dragon.png]]
->'''Level:''' 7-23
org/pmwiki/pub/images/infernal_dragon.png]]
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

These magnificent golden dragons, known in Tian Xia as lungwangs, are charged by
LawfulEvil

Dragons from
the gods with safeguarding harmony and peace; originally advisors and kingmakers, corrupting domain of Hell. While not strictly part of Asmodeus's system, they have over time become rulers themselves. This status is somewhat contentious among the other imperial dragons, who suspect take joy in corrupting mortals and leading them to have sacrificed their connection to the elements in exchange for forbidden magic due their unique lack of vulnerability or strength towards elemental attacks.damnation.



* ArmoredDragons: Sovereign dragons always go clad in their distinctive golden armor. Humanoids find this very impressive, but other dragons think it's kind of ridiculous.
* DealWithTheDevil: While there's no definitive proof either way, other imperial dragons suspect that the lungwangs made a bargain with something in the past where they sacrificed their elemental affinities in exchange for forbidden arcane magic.
* DishingOutDirt: They have some magical control over stone, which they can shape and mold to their liking.
* InstantArmor: Old sovereign dragons can cover themselves in their armor, and also dismiss said armor, at will.
* SuperScream: Their breath weapon is a cone of sonic force charged with psychic energy.

!!Underworld Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_underworld_dragon.png]]
->'''Level:''' 3-19
->'''Alignment:''' LawfulEvil
->'''Size:''' Tiny to Gargantuan

Futsanglungs, as they are also known, are cruel, tyrannical dragons who live deep underground. They are the living embodiments of the burning forces beneath the earth and skilled alchemists, and spend their long lives gathering treasure and rare reagents from the bowels of the earth.

to:

* ArmoredDragons: Sovereign DragonsAreDemonic: Hell dragons always go clad are horrific monsters in their distinctive golden armor. Humanoids find this very impressive, league with the devils, and seek to damn souls to the flames of Hell.
* EasyRoadToHell: Anyone who dies from a Great Wyrm Infernal Dragon's BreathWeapon goes to Hell, regardless of alignment. They can still be resurrected,
but other dragons think it's kind of ridiculous.
a lot harder than normal.
* DealWithTheDevil: While there's no definitive proof either way, other imperial HellFire: Infernal dragons suspect that breathe unholy hellfire, which if used by a great wyrm damns the lungwangs made a bargain with something in the past where they sacrificed souls of its slain victims to Hell. Fire damage from their elemental affinities in exchange for forbidden arcane magic.
spell-like abilities also resolves as hellfire.
* DishingOutDirt: They have some magical control over stone, which they can shape PlayingWithFire: Besides breathing fire, ancient and mold to their liking.
* InstantArmor: Old sovereign
older infernal dragons can cover themselves in their armor, cast ''fire storm'' once per day.
* SummonMagic: Old
and also dismiss said armor, at will.
* SuperScream: Their breath weapon is
older infernal dragons can summon a cone of sonic force charged with psychic energy.

!!Underworld
contract devil to serve them once per day.

!!Paradise
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_underworld_dragon.org/pmwiki/pub/images/paradise_dragon.png]]
->'''Level:''' 3-19
->'''Alignment:''' LawfulEvil
->'''Size:''' Tiny to Gargantuan

Futsanglungs, as they are also known, are cruel, tyrannical dragons who live deep underground. They are the living embodiments of the burning forces beneath the earth and skilled alchemists, and spend their long lives gathering treasure and rare reagents
LawfulGood

Dragons
from the bowels realm of Heaven. They create sanctums to guard the earth.innocent against evil throughout the multiverse.



* BeneathTheEarth: They prefer to make their lairs deep underground, carving extensive complexes of mazelike tunnels deep beneath the world.
* FantasyMetals: Their claws are made of solid adamantine.
* FastTunnelling: Their Underworld Burrower ability allows them to dig extremely fast, gaining speed the older they get.
* FeedItWithFire: Striking an underworld dragon with a wooden weapon or a plant-based spell simply stokes their internal fires, recharging their breath weapon and strengthening their fiery bites.
* MagmaMan: They can cause volcanic eruptions by digging straight down into the earth, then bursting back to the surface while spouting lava instead of their usual breath weapon.
* PlayingWithFire: Their breath weapon is a gout of fire and flames hot enough to melt solid rock. In addition, their bites are laced with fire, they constantly create auras of sweltering heat around themselves, and they can naturally cast fire-based spells such as ''wall of fire'' and ''continual flame''.

to:

* BeneathTheEarth: They prefer to make their lairs deep underground, carving extensive complexes of mazelike tunnels deep beneath the world.
* FantasyMetals: Their claws are made of solid adamantine.
* FastTunnelling: Their Underworld Burrower ability allows them to dig extremely fast, gaining speed the older they get.
* FeedItWithFire: Striking an underworld
BackFromTheDead: Once a month, a great wyrm paradise dragon can offer a dead mortal a second chance at life. If the soul accepts, they're reborn into a new body as per ''true resurrection'' with a wooden weapon or a plant-based spell simply stokes their internal fires, recharging alignment shifted two steps towards LawfulGood.%%In-universe alignment.
* HomingLasers: When targeting chaotic or evil creatures, paradise dragons can make
their breath weapon turn angles of up to ninety degrees.

!!Rift Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rift_dragon.png]]
->'''Alignment:''' ChaoticEvil

Dragons from the chaotic, ever-shifting Outer Rifts. They embody ruin just as much as its native demons, leaving behind only ruins
and strengthening devastation wherever they go.
----
* AcidAttack: A rift dragon's BreathWeapon is a wave of corrosive acid, and can make
their fiery bites.
targets more vulnerable to future acid-based attacks.
* MagmaMan: DisintegratorRay: Great wyrm rift dragons can emit lines of destructive force from their mouths that disintegrate anything they touch.
* DragonsAreDemonic: Rift dragons are neighbours of demons who make their way to the Universe to force mortals to worship them as demigods of suffering and destruction.

!!Tumult Dragon
->'''Alignment:''' ChaoticNeutral

Chimeric dragons from the churning Maelstrom whose whims and designs for the material world change as often as their home plane's restless tides.
----
* ConfusionFu:
They can cause volcanic eruptions by digging straight down into switch elemental resistances in the earth, then bursting back to the surface while spouting lava instead middle of combat, and choose which elemental damage their usual breath weapon.
* PlayingWithFire: Their
breath weapon is a gout of fire and flames hot enough to melt solid rock. In addition, their bites are laced with fire, deals each time they constantly create auras use it.
* MixAndMatchCritters: Tumult dragons appear as jumbled aggregations
of sweltering heat around themselves, and they can naturally cast fire-based spells such as ''wall of fire'' and ''continual flame''.other creatures' body parts, assembled without rhyme or reason into a draconic form.



[[folder:Outer Dragon]]
Dwelling on alien planets or in the depths of space, outer dragons are mostly neutral and possess strange abilities. Unlike the Frightful Presence common to other true dragons, they have an [[BrownNote Alien Presence]] that affects enemies in different ways depending on species, and are capable of interstellar flight.

!!Lunar Dragon
->'''Level:''' 5-21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small to Colossal

* AttackReflector: They have the ability to bounce ranged touch attacks right back at their attacker.
* AnIcePerson: Their BreathWeapon. It's so cold it can partially affect creatures that are immune to cold. They are also immune to cold temperatures, but vulnerable to fire and heat.
* SilverHasMysticPowers: Their claws count as silver due to their lunar connection.
* StupidityInducingAttack: Their Alien Presence affects opponents with Touch of Idiocy or Feeblemind, temporarily reducing those weak enough to drooling idiots by mere proximity, and their breath can also cause confusion.

!!Solar Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal
----
* GreenThumb: They can both blight and animate and control plants, stemming from their association with the life-giving light of suns.
* HealingHands: They can channel positive energy to heal those around them.
* LightEmUp: Their Alien Presence blinds people, and they can transform into pure light for mobility.
* PlayingWithFire: Their BreathWeapon. It's so hot it can partially affect creatures that are immune to fire. They are also immune to heat, but vulnerable to ice and cold.
* PowerOfTheSun: Obviously. This grants them abilities relating to fire, light, and life.

!!Time Dragon
->'''Level:''' 7-23
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* {{Immortality}}: They never die of old age, though their bodies appear to be in a constant state of flux -- parts of them young and others ancient.
* ShockAndAwe: Their BreathWeapon. None of their spells or other abilities have a lightning connection though.
* TimeMaster: Almost all of their abilities are based on this. They can reverse time fractionally, their Alien Presence slows enemies that get too close, and their breath weapon can move temporally displace enemies forward in time. The oldest even have the ability to time travel up to three times to any point in history, an incredibly rare power in Pathfinder.
* TimePolice: They guard against those who would disrupt the temporal order.
* TooAwesomeToUse: As mentioned above, great wyrm time dragons can time travel to any point in time. As they can only use said ability three times in ''their entire life'', they are ''very'' reluctant to use it (it's also unclear if going to another time and returning to the present counts as two uses or one).

!!Void Dragon
->'''Level:''' 5-21

to:

[[folder:Outer Dragon]]
Dwelling on alien planets or in the depths of space, outer dragons are mostly neutral and possess strange abilities. Unlike the Frightful Presence common to other true dragons, they have an [[BrownNote Alien Presence]] that affects enemies in different ways depending on species, and are capable of interstellar flight.

!!Lunar Dragon
->'''Level:''' 5-21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small to Colossal

* AttackReflector: They have the ability to bounce ranged touch attacks right back at their attacker.
* AnIcePerson: Their BreathWeapon. It's so cold it can partially affect creatures that are immune to cold. They are also immune to cold temperatures, but vulnerable to fire and heat.
* SilverHasMysticPowers: Their claws count as silver due to their lunar connection.
* StupidityInducingAttack: Their Alien Presence affects opponents with Touch of Idiocy or Feeblemind, temporarily reducing those weak enough to drooling idiots by mere proximity, and their breath can also cause confusion.

!!Solar Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal
----
* GreenThumb: They can both blight and animate and control plants, stemming from their association with the life-giving light of suns.
* HealingHands: They can channel positive energy to heal those around them.
* LightEmUp: Their Alien Presence blinds people, and they can transform into pure light for mobility.
* PlayingWithFire: Their BreathWeapon. It's so hot it can partially affect creatures that are immune to fire. They are also immune to heat, but vulnerable to ice and cold.
* PowerOfTheSun: Obviously. This grants them abilities relating to fire, light, and life.

!!Time Dragon
->'''Level:''' 7-23
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* {{Immortality}}: They never die of old age, though their bodies appear to be in a constant state of flux -- parts of them young and others ancient.
* ShockAndAwe: Their BreathWeapon. None of their spells or other abilities have a lightning connection though.
* TimeMaster: Almost all of their abilities are based on this. They can reverse time fractionally, their Alien Presence slows enemies that get too close, and their breath weapon can move temporally displace enemies forward in time. The oldest even have the ability to time travel up to three times to any point in history, an incredibly rare power in Pathfinder.
* TimePolice: They guard against those who would disrupt the temporal order.
* TooAwesomeToUse: As mentioned above, great wyrm time dragons can time travel to any point in time. As they can only use said ability three times in ''their entire life'', they are ''very'' reluctant to use it (it's also unclear if going to another time and returning to the present counts as two uses or one).

!!Void Dragon
->'''Level:''' 5-21
!Other Draconic Septs
[[folder:Azi]]



->'''Size:''' Small to Colossal

* EldritchAbomination: They've been tainted by encountering these in the depths of space.
* AnIcePerson: Their BreathWeapon is a cone of ice, and they're immune to cold.
* MindRape: They inflict this on their enemies, and have suffered it themselves.
* PowerOfTheVoid: Naturally. Their bites can reduce enemies to ashes, and their abilities are a blend of madness and negative energy.
* SupernaturalSuffocation: Their breath weapon drives the air out of its targets' lungs and causes them to suffocate for several rounds.
* TokenEvilTeammate: The only of the outer dragons with an evil alignment -- not really their fault, and some still resist.

!!Vortex Dragon
->'''Level:''' 6-22
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal

to:

->'''Size:''' Small to Colossal


* EldritchAbomination: They've been tainted by encountering these in EvilVersusEvil: Evil true dragons, including young chromatic dragons, loathe and look down upon the depths of space.
* AnIcePerson: Their BreathWeapon is a cone of ice,
azi, and they're immune to cold.
* MindRape: They inflict this on their enemies, and have suffered it themselves.
* PowerOfTheVoid: Naturally. Their bites can reduce enemies to ashes, and their abilities are a blend of madness and negative energy.
* SupernaturalSuffocation: Their breath weapon drives
the air out of its targets' lungs and causes them to suffocate for several rounds.
feeling is mutual.
* TokenEvilTeammate: SemiDivine: The only first azi were creations of the outer evil dragon god Dahak and the div demigod Ahriman, and they fancy themselves having the bloodline of both dragons with an evil alignment -- not really their fault, and some still resist.

!!Vortex Dragon
gods.

!!Sruvara
->'''Level:''' 6-22
->'''Alignment:''' LawfulNeutral
15
->'''Size:''' Small Huge

* DeadlyGas: A sruvara can violently shake its body, freeing the poison from its scales, causing a noxious, mind-numbing cloud
to Colossalerupt around its body.
* FoodAsBribe: A sruvara can usually be bribed with exotic delicacies or rare slaves to slowly slaughter.
* LovesTheSoundOfScreaming: Sruvara revel in the screams of tortured victims and the plight of villagers forced to choose between watering themselves or their children.
* PoisonIsCorrosive: A sruvara can spit forth a stream of poison so corrupt it can sear skin and dissolve metal.
* PoisonousPerson: A sruvara's body is host to some of the most deadly toxins found in the world.

!!Gandareva
->'''Level:''' 16
->'''Size:''' Gargantuan

* AcidAttack: A gandareva can spew forth a wave of thick, acidic ooze.
* AbsoluteXenophobe: Gandarevas never ally with sentient creatures, no matter how evil, being demonstrably paranoid about betrayal and potential theft.
* DragonHoard: Gandarevas covet elaborate works of art, powerful magic items and other riches. Once they possess such treasures, they do all they can to protect them.
* MultiArmedAndDangerous: A gandareva has four mighty arms.
* SeaMonster: Gandarevas prefer to live in the sea and terrorise ships that dare to sail through their domain.

!!Zahhak
->'''Level:''' 19
->'''Size:''' Gargantuan

* TheCaligula: Zahhaks adopt the roles of petty tyrants and dictators over the realms they claim as their own.
* JackassGenie: A zahhak can grant a single terrible wish which will invariably bring hardship and sorrow to whoever made the wish.
* MonsterLord: With the power to enforce their wills upon most beings, zahhaks often command the service of divs or even other azi.
* MultipleHeadCase: A zahhak has two additional snake heads flanking its main one.
* PlayingWithFire: A zahhak can unleash a gout of noxious flame that both burns and poisons any creature it touches.
* PoisonousPerson: Both of a zahhak's breath weapon and snake heads are venomous.
* PowerNullifier: A zahhak can rasp a terrible curse that causes any single flying creature or object it can see to plummet to the ground and be unable to fly for 10 minutes.
* SpawnBroodling: Any humanoid victim of a zahhak will eventually rise as a ghoul.
* SupernaturalFearInducer: A zahhak unsettles its foes with its mere presence.
[[/folder]]

[[folder:Drake]]
Quick, animalistic dragons with a connection to the environment. Many drakes are considered to be the inbred, degenerate descendants of true dragons who lost their forelimbs, their size and much of their magic and intelligence somewhere along the way, although it is believed in-universe that they are likelier to descend from dragon/wyvern hybrids rather than simple inbreeding -- if nothing else, it's fairly unlikely that so many dragon varieties would evolve the exact same forms and abilities completely independently through inbreeding alone.



* NoSell: They become immune to any effect that blocks teleportation.
* {{Teleportation}}: Their specialty. They can move their bite through rips in space to strike things they shouldn't be able to reach. Many of their spells relate to this, culminating in the ability to teleport between planets.
* VacuumMouth: Their breath weapon can be used to vacuum up an enemy to swallow them easily.
[[/folder]]

[[folder:Esoteric Dragon]]
* PsychicPowers: All esoteric dragons can use various types of psionic powers.

!!Astral Dragon
->'''Level:''' 5-21
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* SeeTheInvisible: Astral dragons have ''see invisibility'' as a constant spell-like ability.

!!Dream Dragon
->'''Level:''' 6-22
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* DreamWalker: A dream dragon can enter a sleeping creature's dream with its physical body, and can tell what a sleeping creature is dreaming of by looking at them.
* DreamWeaver: They can send messages into other beings' sleeping minds and create shared dreams for communication.
* ForcedSleep: Foes hit by a dream dragon's breath attack and fail a saving throw will be put to sleep, and dream dragons are themselves immune to being forced into sleeping or dreaming by external magic.
* ShockAndAwe: They get the ability to spit lighting bolts as a breath weapon.

!!Etheric Dragon
->'''Level:''' 3-19
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny to Gargantuan

* OneHitKill: If an ancient or older etheric dragon chooses to activate its grave breath, victims that fail their saving throw will be reduced to -1 hit points.
* SoulEating: Creatures devoured by an etheric dragon have their souls eaten alongside themselves and cannot be brought back without at least a mythic wish.

!!Nightmare Dragon
->'''Level:''' 2-18

to:

* NoSell: They become immune to any effect OurWyvernsAreDifferent: Drakes have some form of relationship with wyverns, which they strongly resemble, although precisely what that blocks teleportation.
* {{Teleportation}}: Their specialty. They can move their bite through rips in space
is isn't wholly clear -- some believe drakes to strike things they shouldn't be able to reach. Many of their spells relate to this, culminating in the ability to teleport between planets.
* VacuumMouth: Their breath weapon can be used to vacuum up an enemy to swallow them easily.
[[/folder]]

[[folder:Esoteric Dragon]]
* PsychicPowers: All esoteric
have arisen from wyverns and true dragons can use various types crossbreeding, while others classify wyverns as a type of psionic powers.

!!Astral Dragon
drake themselves. Notably, the normally foul-tempered drakes and wyverns display an unusual degree of deference and cooperativeness towards one another.
* TrueBreedingHybrid: According to some, drakes are descended from the offspring of wyverns and true dragons that stabilized into self-sustaining species with the wyverns' body plan, minus the stinger, and the dragons' elemental affinities and colors.
* UndergroundMonkey: Drakes come in many, many varieties themed around different elements and environments.

!!Shadow Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_shadowdrake.png]]
->'''Level:''' 5-21
2
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Small Tiny

The smallest of the drakes, shadow drakes make their homes on the edges of humanoid civilization and, for better or for worse, are often closely involved in their larger neighbors' lives.
----
* CastingAShadow: They can conceal themselves within shadows, and their breath is a cloud of mist that snuffs out all sources of nonmagical light that it covers.
* {{Familiar}}: They can be taken as familiars by strong enough spellcasters.
* PrehensileTail: Shadow drake tails are very dexterous, enough so
to Colossal

be useful in grabbing and manipulating small objects and even in picking locks.
* SeeTheInvisible: Astral dragons have ''see invisibility'' as ShoulderSizedDragon: They're the smallest of species of drake. While most drakes are considerably larger than a constant spell-like ability.

!!Dream Dragon
grown human, shadow drakes are about the size of a hawk.

!!Prairie Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_prairiedrake.png]]
->'''Level:''' 6-22
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* DreamWalker: A dream dragon can enter a sleeping creature's dream with its physical body, and can tell what a sleeping creature is dreaming of by looking at them.
* DreamWeaver: They can send messages into other beings' sleeping minds and create shared dreams for communication.
* ForcedSleep: Foes hit by a dream dragon's breath attack and fail a saving throw will be put to sleep, and dream dragons are themselves immune to being forced into sleeping or dreaming by external magic.
* ShockAndAwe: They get the ability to spit lighting bolts as a breath weapon.

!!Etheric Dragon
->'''Level:''' 3-19
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny to Gargantuan

* OneHitKill: If an ancient or older etheric dragon chooses to activate its grave breath, victims that fail their saving throw will be reduced to -1 hit points.
* SoulEating: Creatures devoured by an etheric dragon have their souls eaten alongside themselves and cannot be brought back without at least a mythic wish.

!!Nightmare Dragon
->'''Level:''' 2-18
2



->'''Size:''' Tiny to Gargantuan

* AcidAttack: Their breath weapon is a cone of acid.
* NightmareWeaver: A great wyrm nightmare dragon can utterly control the dreamscape of another creature, shaping them to suit its wishes, and usually does so to foster the worst nightmares it can devise. It can also cast the regular ''nightmare'' spell as an innate ability.
* SupernaturalFearInducer: The mere presence of a nightmare dragon is able to induce panic.
* YourMindMakesItReal: If a creature's lucid body dies under the control of a nightmare dragon, then its material body also dies.

!!Occult Dragon
->'''Level:''' 2-18
->'''Alignment:''' NeutralGood
->'''Size:''' Tiny to Gargantuan

to:

->'''Size:''' Tiny to Gargantuan

* AcidAttack: Their breath weapon is a cone of acid.
* NightmareWeaver: A great wyrm nightmare dragon can utterly control the dreamscape of another creature, shaping them to suit its wishes, and usually does so to foster the worst nightmares it can devise. It can also cast the regular ''nightmare'' spell as an innate ability.
* SupernaturalFearInducer: The mere presence of a nightmare dragon is able to induce panic.
* YourMindMakesItReal: If a creature's lucid body dies under the control of a nightmare dragon, then its material body also dies.

!!Occult Dragon
->'''Level:''' 2-18
->'''Alignment:''' NeutralGood
->'''Size:''' Tiny to Gargantuan
Small



* BarrierWarrior: An occult dragon has an aura that protects against law, chaos or evil.
* ItemCaddy: Occult dragons can emulate any class or spellcasting ability when using magic items, or appraise any items by sight.
* NoSell: Great wyrm occult dragons can choose to be immune to all divination.
[[/folder]]

[[folder:Planar Dragon]]
->'''Level:''' 8-24
->'''Size:''' Small to Colossal

Planar dragons are the result of true dragons intermingling with the energies of the Outer Planes, eventually becoming entirely new species. They are born in their native planes and return there in old age, but spend their adult lives in the Universe where they shape and rule territories so as to resemble their native homes.
----
* HostileTerraforming: Their main schtick -- planar dragons only spend their early youths and extreme old age in the Outer Planes; they migrate to the Inner Planes instead on reaching maturity, and use their magical abilities to tailor their surroundings (and often neighbors) to their liking. This tends to boil down to them making their surroundings more and more like their plane of origin, which while largely a good thing with the Good-aligned kinds... is less than ideal when an Evil-aligned one comes along and claims the countryside in the name of {{Hell}}.

!!Apocalypse Dragon

to:

* BarrierWarrior: An occult dragon ForTheEvulz: The average prairie drake has an aura a temperament similar to that protects against law, chaos or evil.
of a wicked child who delights in tormenting others.
* ItemCaddy: Occult dragons can emulate any class or spellcasting ability when using magic items, or appraise any items by sight.
* NoSell: Great wyrm occult dragons can choose
HelpfulMook: Prairie drakes' presence helps to be immune to all divination.
[[/folder]]

[[folder:Planar Dragon]]
turn the topsoil and encourage new plant growth, making them a keystone species for the environment. Even their breath weapon leaves behind rich drake soil. Being seen as beneficial annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their apex predator mystique.

!!River Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_riverdrake.png]]
->'''Level:''' 8-24
->'''Size:''' Small to Colossal

Planar dragons are the result of true dragons intermingling with the energies of the Outer Planes, eventually becoming entirely new species. They are born in their native planes and return there in old age, but spend their adult lives in the Universe where they shape and rule territories so as to resemble their native homes.
----
* HostileTerraforming: Their main schtick -- planar dragons only spend their early youths and extreme old age in the Outer Planes; they migrate to the Inner Planes instead on reaching maturity, and use their magical abilities to tailor their surroundings (and often neighbors) to their liking. This tends to boil down to them making their surroundings more and more like their plane of origin, which while largely a good thing with the Good-aligned kinds... is less than ideal when an Evil-aligned one comes along and claims the countryside in the name of {{Hell}}.

!!Apocalypse Dragon
3




Twisted, hateful monsters from the bleak wastes of Abaddon, apocalypse dragons come to the Universe to wage war on life and fertility.

to:

\nTwisted, hateful monsters from the bleak wastes ->'''Size:''' Medium

Bestial relatives
of Abaddon, apocalypse dragons come to the Universe to wage war on life and fertility.black dragons, river drakes are usually found lairing by bodies of freshwater.



* PlagueMaster: Their breath weapons are laced with disease and spread plague to those they touch. They can also cast ''contagion'' and ''plague storm'' as innate spells once they grow old enough.

!!Bliss Dragon
->'''Alignment:''' NeutralGood

Dragons from Nirvana who appoint themselves as the guardians of the wild places of the worlds.

to:

* PlagueMaster: Their breath weapons are laced AcidAttack: River drakes can spit volleys of caustic mucus.
* AquaticMook: Otherwise standard drakes, but
with disease a swim speed and spread plague to those they touch. They can also cast ''contagion'' and ''plague storm'' as innate spells once they grow old enough.

!!Bliss Dragon
found in rivers.

!!Forest Drake

->'''Level:''' 4
->'''Alignment:''' NeutralGood

Dragons from Nirvana who appoint themselves as the guardians
LawfulEvil
->'''Size:''' Large

Brutish cousins
of the wild places of the worlds.green dragons that favor temperate woodlands.



* FeatheredDragons: They have vast, white birdlike wings.
* ForestRanger: Bliss dragons consider themselves guardians of animals and the wilderness, watching over sanctums of pristine wildland and expelling even fey and magical beasts that don't measure to their exacting standards.
* GoodWingsEvilWings: They have white bird wings instead of the usual membranous ones, fitting their status as the purely good variant of planar dragons.
* ShockAndAwe: Their breath weapon is a line of electricity, and deals lingering electric damage for a turn after striking.
* VoluntaryShapeshifting: They can take the form of any animal they wish.

!!Crypt Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crypt_dragon.png]]
->'''Alignment:''' TrueNeutral

Dragons from Pharasma's Boneyard. They take it upon themselves to guard the rightful passage of souls to the afterlife from all who would disrupt it, from necromancers to daemons.

to:

* FeatheredDragons: They have vast, white birdlike wings.
* ForestRanger: Bliss dragons consider themselves guardians of animals and the wilderness, watching over sanctums of pristine wildland and expelling even fey and magical beasts that don't measure to
AcidAttack: The gaseous cloud expelled by their exacting standards.
* GoodWingsEvilWings: They have white bird wings instead
BreathWeapon is highly acidic, much like that of the usual membranous ones, fitting their status as the purely good variant of planar green dragons.
* ShockAndAwe: BewareMyStingerTail: Their breath weapon is a line of electricity, and deals lingering electric damage for a turn after striking.
tails are tipped with long, sharp spikes.
* VoluntaryShapeshifting: DeadlyGas: They can take the form breathe out balls of any animal they wish.

!!Crypt Dragon
noxious chemicals that burst into clouds of toxic gas.

!!Flame Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crypt_dragon.org/pmwiki/pub/images/drake_flamedrake.png]]
->'''Level:''' 5
->'''Alignment:''' TrueNeutral

Dragons from Pharasma's Boneyard. They take it upon themselves to guard the rightful passage
ChaoticEvil
->'''Size:''' Large

Feral relatives
of souls to the afterlife from all who would disrupt it, from necromancers to daemons.red dragons that inhabit mountains.



* TheParalyzer: A crypt dragon's scales are filled with eldritch energy that can paralyze foes.
* TakenForGranite: Especially weak or unlucky foes hit by a crypt dragon's crush will get turned into stone.
* ThroatLight: A crypt dragon's mouth glows blue.
* TouchTheIntangible: Their physical attacks can natural touch ethereal creatures such as specters and ghosts, helping them corral restless spirits and watch over the souls of the dead.

!!Edict Dragon
->'''Alignment:''' LawfulNeutral

Dragons from Axis who spread order and stricture to civilizations across the planes.

to:

* TheParalyzer: A crypt dragon's scales are filled with eldritch energy that can paralyze foes.
* TakenForGranite: Especially weak or unlucky foes hit by a crypt dragon's crush will get turned into stone.
* ThroatLight: A crypt dragon's mouth glows blue.
* TouchTheIntangible:
{{Fireballs}}: Their physical attacks can natural touch ethereal breath weapon is an explosive ball of fire mimicking the effects of a ''fireball'' spell.
* KillItWithIce: As
creatures such as specters closely tied to elemental fire, flame drakes are very vulnerable to cold damage.
* PlayingWithFire: They're immune to fire damage
and ghosts, helping them corral restless spirits and watch over the souls of the dead.

!!Edict Dragon
breathe flames.

!!Mist Drake
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mist_drake.jpg]]
->'''Level:''' 5
->'''Alignment:''' LawfulNeutral

Dragons from Axis who spread order
NeutralEvil
->'''Size:''' Large

Stealthy, agile drakes that inhabit cold
and stricture to civilizations across the planes.temperate wetlands and hills.



* InstantRunes: They can write magical symbols extremely quickly -- quickly enough, in fact, that scrawling down runes on their foes' bodies with their claws or tails is a viable combat strategy for them.
* MindControl: For one round, great wyrm edict dragons can take control of the mind of a creature targeted by their breath weapon.
* WordsCanBreakMyBones: Edict dragons can hinder foes by writing magical runes on their bodies in the middle of combat.

!!Havoc Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/havoc_dragon.png]]
->'''Alignment:''' ChaoticGood

Dragons from Elysium. They seek to create realms of relaxation and revelry, but often cause collateral damage in the process.

to:

* InstantRunes: They can write magical symbols extremely FragileSpeedster: Mist drakes are quicker, stealthier and more agile than other drake species, but also less heavily built and not suited for extended periods of combat. The consequently rely on hit-and-run tactics during combat, striking quickly -- quickly enough, in fact, that scrawling down runes on and trusting their foes' bodies with speed and camouflage to avoid retribution.
* StealthyMook: Mist drakes are very stealthy creatures, and tend to make good use of fog and cover when attacking to confuse
their claws or tails is a viable combat strategy for them.
* MindControl: For one round, great wyrm edict dragons can take control of the mind of a creature targeted by their breath weapon.
* WordsCanBreakMyBones: Edict dragons can hinder
foes by writing magical runes on their bodies in the middle and protect themselves. That they can exhale a cloud of combat.

!!Havoc Dragon
[[quoteright:350:https://static.
thick mist at will to better hide themselves and ruin sightlines doesn't harm.

!!Jungle Drake
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/havoc_dragon.png]]
org/pmwiki/pub/images/pathfinder_jungle_drake.png]]
->'''Level:''' 6
->'''Alignment:''' ChaoticGood

Dragons from Elysium. They seek
NeutralEvil
->'''Size:''' Large

Colorful, arboreal drakes that inhabit thick jungles, jungle drakes are also thought
to create realms of relaxation and revelry, but often cause collateral damage in the process.be related to green dragons.



* FairyDragons: They strongly resemble a supersized version of this. They sport butterfly wings and antennae, and further share true faerie dragons' whimsical natures, ChaoticGood alignment and tendency for their attempts to foster havens of carefree life and revelry to backfire in some manner, but grow to be as large and powerful as any other breed of true dragons.
* SuperScream: A havoc dragon's breath weapon is a cone of sonic force.
* TailSlap: They're well-suited to using their long tails as lashing, whiplike weapons, which they can use to trip their foes. Old havoc dragons gain additionally powerful tail attacks, which deal three times the damage they would under normal conditions.
* VoluntaryShapeshifting: They can take the shape of any humanoid or animal they please.

!!Infernal Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/infernal_dragon.png]]
->'''Alignment:''' LawfulEvil

Dragons from the corrupting domain of Hell. While not strictly part of Asmodeus's system, they take joy in corrupting mortals and leading them to damnation.

to:

* FairyDragons: They strongly BewareMyStingerTail: The tails of jungle drakes are tipped with sharp stingers, which besides the damage of the sting itself also inject poison into their targets.
* OurWyvernsAreDifferent: Jungle drakes
resemble a supersized version of this. They sport butterfly wings classical and antennae, and further share true faerie dragons' whimsical natures, ChaoticGood alignment and tendency for their attempts to foster havens of carefree life and revelry to backfire in some manner, but grow to be as large and powerful as in-game wyverns more so than any other breed of true dragons.
* SuperScream: A havoc dragon's breath weapon is a cone of sonic force.
* TailSlap: They're well-suited
drake species, thanks to using their long tails as lashing, whiplike weapons, which they toxic bites and stingers.
* PoisonousPerson: The stinger at the ends of a jungle drake's tail contains a powerful toxin it
can use to trip their foes. Old havoc dragons gain additionally powerful tail attacks, which deal three times the damage they would under normal conditions.
* VoluntaryShapeshifting: They can take the shape of any humanoid or animal they please.

!!Infernal Dragon
[[quoteright:350:https://static.
debilitate prey and opponents.

!!Sea Drake
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/infernal_dragon.png]]
org/pmwiki/pub/images/sea_drake.png]]
->'''Level:''' 6
->'''Alignment:''' LawfulEvil

Dragons from the corrupting domain
NeutralEvil
->'''Size:''' Large

Oceanic, fishlike drakes
of Hell. While not strictly part of Asmodeus's system, they take joy in corrupting mortals great size and leading them to damnation.uncertain descent.



* DragonsAreDemonic: Hell dragons are horrific monsters in league with the devils, and seek to damn souls to the flames of Hell.
* EasyRoadToHell: Anyone who dies from a Great Wyrm Infernal Dragon's BreathWeapon goes to Hell, regardless of alignment. They can still be resurrected, but it's a lot harder than normal.
* HellFire: Infernal dragons breathe unholy hellfire, which if used by a great wyrm damns the souls of its slain victims to Hell. Fire damage from their spell-like abilities also resolves as hellfire.
* PlayingWithFire: Besides breathing fire, ancient and older infernal dragons can cast ''fire storm'' once per day.
* SummonMagic: Old and older infernal dragons can summon a contract devil to serve them once per day.

!!Paradise Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/paradise_dragon.png]]
->'''Alignment:''' LawfulGood

Dragons from the realm of Heaven. They create sanctums to guard the innocent against evil throughout the multiverse.

to:

* DragonsAreDemonic: Hell dragons are horrific monsters in league AquaticMook: Large but otherwise standard drakes, but with a swim speed and found in the devils, and seek to damn souls to the flames of Hell.
sea.
* EasyRoadToHell: Anyone who dies from a Great Wyrm Infernal Dragon's BreathWeapon goes to Hell, regardless of alignment. ShockAndAwe: They can still be resurrected, but it's get ball lightning for a lot harder than normal.
breath weapon.
* HellFire: Infernal dragons breathe unholy hellfire, which if used by a great wyrm damns the souls of its slain victims to Hell. Fire damage from their spell-like abilities also resolves as hellfire.
* PlayingWithFire: Besides breathing fire, ancient
SeaMonster: They're entirely aquatic, preferentially marine creatures, and older infernal dragons can cast ''fire storm'' once per day.
* SummonMagic: Old
are persistent threats to shipping and older infernal dragons can summon a contract devil to serve them once per day.

!!Paradise Dragon
[[quoteright:350:https://static.
sea travel wherever they are found. They're especially fond of capsizing boats.

!!Wyvern
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/paradise_dragon.png]]
org/pmwiki/pub/images/pathfinder_wyvern.png]]
->'''Level:''' 6 (wyvern), 8 (Aashaq's wyvern)
->'''Alignment:''' LawfulGood

Dragons from
NeutralEvil (wyvern), ChaoticEvil (Aashaq's wyvern) %%CN in 1E, presumably changed to CE in 2E to align with the realm of Heaven. They create sanctums to guard the innocent against evil throughout the multiverse.standard wyvern
->'''Size:''' Large

Violent, wild dragons with no forelegs and a venomous sting.



* BackFromTheDead: Once a month, a great wyrm paradise dragon can offer a dead mortal a second chance at life. If the soul accepts, they're reborn into a new body as per ''true resurrection'' with their alignment shifted two steps towards LawfulGood.%%In-universe alignment.
* HomingLasers: When targeting chaotic or evil creatures, paradise dragons can make their breath weapon turn angles of up to ninety degrees.

!!Rift Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rift_dragon.png]]

to:

* BackFromTheDead: Once BewareMyStingerTail: Wyverns have a month, a great wyrm paradise dragon can offer a dead mortal a second chance poisonous stinger at life. If the soul accepts, they're reborn into a new body as per ''true resurrection'' with tip of their alignment shifted two steps towards LawfulGood.%%In-universe alignment.
tails.
* HomingLasers: When targeting chaotic or BreathWeapon: Aashaq's wyverns are able to emit a noxious blast of gas that burns and blinds those in its path.
* MultipleTailedBeast: Unlike their more mundane cousins, Aashaq's wyverns have bifurcated tails.
* OurWyvernsAreDifferent: Effectively the same kind popularized by [[TabletopGame/DungeonsAndDragons the world's oldest roleplaying game]] -- stupid, aggressive and
evil creatures, paradise relations of true dragons with no breath weapons but with deadly stingers at the end of their tails. They can interbreed with true dragons just fine, although true dragons can make in practice breed with just about anything; dragon/wyvern interbreeding in the ancient past is thought to have resulted in the creation of the drakes, another type of dragons resembling large wyverns without stingers but with their breath weapon turn angles of up to ninety degrees.

!!Rift Dragon
draconic progenitors' elemental breaths.
* PoisonousPerson: They can poison prey and enemies by stinging them with their barbed, envenomed tails.

!!Frost Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rift_dragon.png]]org/pmwiki/pub/images/drake_frostdrake.png]]
->'''Level:''' 7




Dragons from the chaotic, ever-shifting Outer Rifts. They embody ruin just as much as its native demons, leaving behind only ruins and devastation wherever they go.

to:

\nDragons ->'''Size:''' Large

Descended
from white dragons, these mountain-dwelling creatures are paradoxically enough some of the chaotic, ever-shifting Outer Rifts. They embody ruin just as much as its native demons, leaving behind only ruins largest and devastation wherever they go.strongest of the drakes.



* AcidAttack: A rift dragon's BreathWeapon is a wave of corrosive acid, and can make their targets more vulnerable to future acid-based attacks.
* DisintegratorRay: Great wyrm rift dragons can emit lines of destructive force from their mouths that disintegrate anything they touch.
* DragonsAreDemonic: Rift dragons are neighbours of demons who make their way to the Universe to force mortals to worship them as demigods of suffering and destruction.

!!Tumult Dragon
->'''Alignment:''' ChaoticNeutral

Chimeric dragons from the churning Maelstrom whose whims and designs for the material world change as often as their home plane's restless tides.

to:

* AcidAttack: A rift dragon's BreathWeapon is a wave AnIcePerson: They can spit out balls of corrosive acid, icy liquid that burst into clouds of freezing mist, move across slippery ice without any difficulty and can make their targets more climb up any surface as long as it is coated with ice. They are also immune to cold damage.
* KillItWithFire: As creatures closely tied to elemental cold, frost drakes are very
vulnerable to future acid-based attacks.
fire damage.
* DisintegratorRay: Great wyrm rift dragons WallCrawl: A limited variant; they can emit lines of destructive force from their mouths climb on any surface, provided that disintegrate anything they touch.
* DragonsAreDemonic: Rift dragons are neighbours of demons who make their way to the Universe to force mortals to worship them as demigods of suffering and destruction.

!!Tumult Dragon
it's covered in ice.

!!Spire Drake
->'''Level:''' 7
->'''Alignment:''' ChaoticNeutral

Chimeric dragons from the churning Maelstrom whose whims and designs for the material world change as often as their home plane's restless tides.
LawfulEvil
->'''Size:''' Large



* ConfusionFu: They can switch elemental resistances in the middle of combat, and choose which elemental damage their breath weapon deals each time they use it.
* MixAndMatchCritters: Tumult dragons appear as jumbled aggregations of other creatures' body parts, assembled without rhyme or reason into a draconic form.
[[/folder]]

!Other Draconic Septs
[[folder:Azi]]

to:

* ConfusionFu: They can switch elemental resistances in the middle of combat, CollectorOfTheStrange: Spire drakes are particularly curious about magic and choose which elemental damage their breath weapon deals each time magical items, and enjoy having large collections of such items even if they don't know how to use it.
* MixAndMatchCritters: Tumult dragons appear as jumbled aggregations of other creatures' body parts, assembled without rhyme or reason into a draconic form.
[[/folder]]

!Other Draconic Septs
[[folder:Azi]]
them.

!!Desert Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_desertdrake.png]]
->'''Level:''' 8




* EvilVersusEvil: Evil true dragons, including young chromatic dragons, loathe and look down upon the azi, and the feeling is mutual.
* SemiDivine: The first azi were creations of the evil dragon god Dahak and the div demigod Ahriman, and they fancy themselves having the bloodline of both dragons and gods.

!!Sruvara
->'''Level:''' 15
->'''Size:''' Huge

* DeadlyGas: A sruvara can violently shake its body, freeing the poison from its scales, causing a noxious, mind-numbing cloud to erupt around its body.
* FoodAsBribe: A sruvara can usually be bribed with exotic delicacies or rare slaves to slowly slaughter.
* LovesTheSoundOfScreaming: Sruvara revel in the screams of tortured victims and the plight of villagers forced to choose between watering themselves or their children.
* PoisonIsCorrosive: A sruvara can spit forth a stream of poison so corrupt it can sear skin and dissolve metal.
* PoisonousPerson: A sruvara's body is host to some of the most deadly toxins found in the world.

!!Gandareva
->'''Level:''' 16
->'''Size:''' Gargantuan

* AcidAttack: A gandareva can spew forth a wave of thick, acidic ooze.
* AbsoluteXenophobe: Gandarevas never ally with sentient creatures, no matter how evil, being demonstrably paranoid about betrayal and potential theft.
* DragonHoard: Gandarevas covet elaborate works of art, powerful magic items and other riches. Once they possess such treasures, they do all they can to protect them.
* MultiArmedAndDangerous: A gandareva has four mighty arms.
* SeaMonster: Gandarevas prefer to live in the sea and terrorise ships that dare to sail through their domain.

!!Zahhak
->'''Level:''' 19
->'''Size:''' Gargantuan

* TheCaligula: Zahhaks adopt the roles of petty tyrants and dictators over the realms they claim as their own.
* JackassGenie: A zahhak can grant a single terrible wish which will invariably bring hardship and sorrow to whoever made the wish.
* MonsterLord: With the power to enforce their wills upon most beings, zahhaks often command the service of divs or even other azi.
* MultipleHeadCase: A zahhak has two additional snake heads flanking its main one.
* PlayingWithFire: A zahhak can unleash a gout of noxious flame that both burns and poisons any creature it touches.
* PoisonousPerson: Both of a zahhak's breath weapon and snake heads are venomous.
* PowerNullifier: A zahhak can rasp a terrible curse that causes any single flying creature or object it can see to plummet to the ground and be unable to fly for 10 minutes.
* SpawnBroodling: Any humanoid victim of a zahhak will eventually rise as a ghoul.
* SupernaturalFearInducer: A zahhak unsettles its foes with its mere presence.
[[/folder]]

[[folder:Drake]]
Quick, animalistic dragons with a connection to the environment. Many drakes are considered to be the inbred, degenerate descendants of true dragons who lost their forelimbs, their size and much of their magic and intelligence somewhere along the way, although it is believed in-universe that they are likelier to descend from dragon/wyvern hybrids rather than simple inbreeding -- if nothing else, it's fairly unlikely that so many dragon varieties would evolve the exact same forms and abilities completely independently through inbreeding alone.

to:

\n* EvilVersusEvil: Evil true dragons, including young chromatic dragons, loathe and look down upon the azi, and the feeling is mutual.\n* SemiDivine: The first azi were creations of the evil dragon god Dahak and the div demigod Ahriman, and they fancy themselves having the bloodline of both dragons and gods.\n\n!!Sruvara\n->'''Level:''' 15\n->'''Size:''' Huge

* DeadlyGas: A sruvara can violently shake its body, freeing the poison from its scales, causing a noxious, mind-numbing cloud to erupt around its body.
* FoodAsBribe: A sruvara can usually be bribed with exotic delicacies or rare slaves to slowly slaughter.
* LovesTheSoundOfScreaming: Sruvara revel in the screams of tortured victims and the plight of villagers forced to choose between watering themselves or their children.
* PoisonIsCorrosive: A sruvara can spit forth a stream of poison so corrupt it can sear skin and dissolve metal.
* PoisonousPerson: A sruvara's body is host to some of the most deadly toxins
Large

Fierce, predatory drakes
found in the world.

!!Gandareva
->'''Level:''' 16
->'''Size:''' Gargantuan

* AcidAttack: A gandareva can spew forth a wave of thick, acidic ooze.
* AbsoluteXenophobe: Gandarevas never ally with sentient creatures, no matter how evil, being demonstrably paranoid about betrayal and potential theft.
* DragonHoard: Gandarevas covet elaborate works of art, powerful magic items and other riches. Once they possess such treasures, they do all they can to protect them.
* MultiArmedAndDangerous: A gandareva has four mighty arms.
* SeaMonster: Gandarevas prefer to live in the sea and terrorise ships that dare to sail through their domain.

!!Zahhak
->'''Level:''' 19
->'''Size:''' Gargantuan

* TheCaligula: Zahhaks adopt the roles of petty tyrants and dictators over the realms they claim as their own.
* JackassGenie: A zahhak can grant a single terrible wish which will invariably bring hardship and sorrow to whoever made the wish.
* MonsterLord: With the power to enforce their wills upon most beings, zahhaks often command the service of divs or even other azi.
* MultipleHeadCase: A zahhak has two additional snake heads flanking its main one.
* PlayingWithFire: A zahhak can unleash a gout of noxious flame that both burns and poisons any creature it touches.
* PoisonousPerson: Both of a zahhak's breath weapon and snake heads are venomous.
* PowerNullifier: A zahhak can rasp a terrible curse that causes any single flying creature or object it can see to plummet to the ground and be unable to fly for 10 minutes.
* SpawnBroodling: Any humanoid victim of a zahhak will eventually rise as a ghoul.
* SupernaturalFearInducer: A zahhak unsettles its foes with its mere presence.
[[/folder]]

[[folder:Drake]]
Quick, animalistic dragons with a connection to the environment. Many
tropical deserts, desert drakes are considered to be lack the inbred, degenerate descendants of true dragons who lost their forelimbs, their size and much of their magic cunning and intelligence somewhere along the way, although it is believed in-universe that they are likelier to descend from dragon/wyvern hybrids rather than simple inbreeding -- if nothing else, it's fairly unlikely that so many characterizes their more powerful blue dragon varieties would evolve the exact same forms and abilities completely independently through inbreeding alone.kin.



* OurWyvernsAreDifferent: Drakes have some form of relationship with wyverns, which they strongly resemble, although precisely what that is isn't wholly clear -- some believe drakes to have arisen from wyverns and true dragons crossbreeding, while others classify wyverns as a type of drake themselves. Notably, the normally foul-tempered drakes and wyverns display an unusual degree of deference and cooperativeness towards one another.
* TrueBreedingHybrid: According to some, drakes are descended from the offspring of wyverns and true dragons that stabilized into self-sustaining species with the wyverns' body plan, minus the stinger, and the dragons' elemental affinities and colors.
* UndergroundMonkey: Drakes come in many, many varieties themed around different elements and environments.

!!Shadow Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_shadowdrake.png]]
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Tiny

The smallest of the drakes, shadow drakes make their homes on the edges of humanoid civilization and, for better or for worse, are often closely involved in their larger neighbors' lives.

to:

* OurWyvernsAreDifferent: Drakes have some form of relationship with wyverns, which they strongly resemble, although precisely what that is isn't wholly clear -- some believe drakes to have arisen from wyverns and true dragons crossbreeding, while others classify wyverns as a type of drake themselves. Notably, the normally foul-tempered drakes and wyverns display an unusual degree of deference and cooperativeness towards one another.
* TrueBreedingHybrid: According to some,
SandWorm: Desert drakes are descended from adept burrowers, and are fond of lurking beneath the offspring sand to ambush prey passing above.
* ShockAndAwe: Their breath weapon is an electrically charged cloud
of wyverns airborne sand and true dragons that stabilized into self-sustaining species with the wyverns' body plan, minus the stinger, dust, and the dragons' elemental affinities are themselves resistant to electric damage.
* StealthyMook: Desert drakes are adept ambush predators
and colors.
* UndergroundMonkey: Drakes come in many, many varieties
themed around different elements stealth, and environments.

!!Shadow
specialize in lurking out of view before suddenly attacking passing prey.

!!Lava
Drake
[[quoteright:350:https://static.[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/drake_shadowdrake.png]]
org/pmwiki/pub/images/pathtfinder_lava_drake.png]]
->'''Level:''' 2
9
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:''' Tiny

The smallest
Large

Animalistic relations
of the drakes, shadow drakes make their homes on the edges of humanoid civilization and, for better or for worse, are often closely involved in their larger neighbors' lives.magma dragons who lair near volcanoes.



* CastingAShadow: They can conceal themselves within shadows, and their breath is a cloud of mist that snuffs out all sources of nonmagical light that it covers.
* {{Familiar}}: They can be taken as familiars by strong enough spellcasters.
* PrehensileTail: Shadow drake tails are very dexterous, enough so to be useful in grabbing and manipulating small objects and even in picking locks.
* ShoulderSizedDragon: They're the smallest of species of drake. While most drakes are considerably larger than a grown human, shadow drakes are about the size of a hawk.

!!Prairie Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_prairiedrake.png]]
->'''Level:''' 2
->'''Alignment:''' NeutralEvil
->'''Size:''' Small

to:

* CastingAShadow: MagmaMan: They can conceal themselves within shadows, swim in lava and vomit globs of molten rock onto their breath is a cloud of mist that snuffs out all sources of nonmagical light that it covers.
* {{Familiar}}: They can be taken as familiars by strong enough spellcasters.
* PrehensileTail: Shadow drake tails are very dexterous, enough so to be useful in grabbing and manipulating small objects and even in picking locks.
* ShoulderSizedDragon: They're the smallest of species of drake. While most drakes are considerably larger than a grown human, shadow drakes are about the size of a hawk.

!!Prairie
foes.

!!Rift
Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_prairiedrake.png]]
->'''Level:''' 2
9
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' SmallLarge



* ForTheEvulz: The average prairie drake has a temperament similar to that of a wicked child who delights in tormenting others.
* HelpfulMook: Prairie drakes' presence helps to turn the topsoil and encourage new plant growth, making them a keystone species for the environment. Even their breath weapon leaves behind rich drake soil. Being seen as beneficial annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their apex predator mystique.

!!River Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_riverdrake.png]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Bestial relatives of black dragons, river drakes are usually found lairing by bodies of freshwater.

to:

* ForTheEvulz: The average prairie AcidAttack: A rift drake has can spit a temperament similar to ball of caustic gas that of bursts into a wicked child who delights in tormenting others.
* HelpfulMook: Prairie drakes' presence helps to turn the topsoil and encourage new plant growth, making them a keystone species for the environment. Even their breath weapon leaves behind rich drake soil. Being seen as beneficial annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their apex predator mystique.

!!River
cloud upon impact.

!!Ether
Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_riverdrake.png]]
->'''Level:''' 3
10
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Medium

Bestial relatives of black dragons, river drakes are usually found lairing by bodies of freshwater.
Large



* AcidAttack: River drakes can spit volleys of caustic mucus.
* AquaticMook: Otherwise standard drakes, but with a swim speed and found in rivers.

!!Forest Drake

->'''Level:''' 4
->'''Alignment:''' LawfulEvil
->'''Size:''' Large

Brutish cousins of green dragons that favor temperate woodlands.

to:

* AcidAttack: River {{Telepathy}}: Ether drakes can spit volleys of caustic mucus.
* AquaticMook: Otherwise standard drakes, but
are innate telepaths, and often use telepathy to communicate with a swim speed each other.
* TokenHeroicOrc: Ether drakes are the only non-evil drake species,
and found in rivers.

!!Forest Drake

->'''Level:''' 4
stand out among their cousins for their relatively nonaggressive natures and not habitually preying on sapient beings.
[[/folder]]

[[folder:Linnorm]]
->'''Alignment:''' LawfulEvil
->'''Size:''' Large

Brutish cousins of green
ChaoticEvil

Ancient and primal
dragons that favor temperate woodlands.with no wings. They resent their more intelligent and magical descendants.



* AcidAttack: The gaseous cloud expelled by their BreathWeapon is highly acidic, much like that of green dragons.
* BewareMyStingerTail: Their tails are tipped with long, sharp spikes.
* DeadlyGas: They breathe out balls of noxious chemicals that burst into clouds of toxic gas.

!!Flame Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_flamedrake.png]]
->'''Level:''' 5
->'''Alignment:''' ChaoticEvil

to:

* AcidAttack: The gaseous cloud expelled by ChaoticEvil: Unlike other dragon types, which if nothing else vary along the law-chaos axis, every single breed of linnorm fits in this aligment.
* ColdIron: Linnorms are vulnerable to cold iron weapons, something presumably linked to
their BreathWeapon is highly acidic, much close ties with the First World and the fey.
* DyingCurse: Adult linnorms can inflict a nasty curse upon their killer.
* GiantFlyer: Despite their size and lack of wings, linnorms can fly
like that of green true dragons.
* BewareMyStingerTail: Their tails GrimUpNorth: Linnorms inhabit the far north of the world, and are tipped rarely if ever found in warmer, southerly areas.
* PoisonousPerson: All linnorms have a venomous bite.
* UndergroundMonkey: Linnorms tend to be geared around very specific environments,
with long, sharp spikes.
* DeadlyGas: They breathe out balls of noxious chemicals that burst into clouds of toxic gas.

!!Flame Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_flamedrake.png]]
each variant being named and themed around its preferred nesting spots -- besides variants found in the taiga, in glaciers or along coastlines you also get things like linnorms specific to burial mounds, tarns[[note]]glacier-dug mountain lakes[[/note]] and the like.

!!Young Linnorm
->'''Level:''' 5
->'''Alignment:''' ChaoticEvil
7




Feral relatives of red dragons that inhabit mountains.



* {{Fireballs}}: Their breath weapon is an explosive ball of fire mimicking the effects of a ''fireball'' spell.
* KillItWithIce: As creatures closely tied to elemental fire, flame drakes are very vulnerable to cold damage.
* PlayingWithFire: They're immune to fire damage and breathe flames.

!!Mist Drake
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mist_drake.jpg]]
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Stealthy, agile drakes that inhabit cold and temperate wetlands and hills.

to:

* {{Fireballs}}: Their breath weapon is an explosive ball of fire mimicking the effects of a ''fireball'' spell.
* KillItWithIce: As creatures closely tied to elemental fire, flame drakes
BigEater: Juvenile linnorms are very vulnerable voracious, eating any living creature to cold damage.
* PlayingWithFire: They're immune to fire damage and breathe flames.

!!Mist Drake
[[quoteright:250:https://static.
fuel their growth.

!!Crag Linnorm
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_mist_drake.jpg]]
org/pmwiki/pub/images/crag_linnorm.png]]
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
14
->'''Size:''' Large

Stealthy, agile drakes
Gargantuan

Bestial, primitive linnorms
that inhabit cold and temperate wetlands and cold, rocky hills.



* FragileSpeedster: Mist drakes are quicker, stealthier and more agile than other drake species, but also less heavily built and not suited for extended periods of combat. The consequently rely on hit-and-run tactics during combat, striking quickly and trusting their speed and camouflage to avoid retribution.
* StealthyMook: Mist drakes are very stealthy creatures, and tend to make good use of fog and cover when attacking to confuse their foes and protect themselves. That they can exhale a cloud of thick mist at will to better hide themselves and ruin sightlines doesn't harm.

!!Jungle Drake
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jungle_drake.png]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Colorful, arboreal drakes that inhabit thick jungles, jungle drakes are also thought to be related to green dragons.

to:

* FragileSpeedster: Mist drakes are quicker, stealthier and more agile than other drake species, but also less heavily built and not suited for extended periods of combat. KillItWithFire: The consequently rely on hit-and-run tactics during combat, striking quickly and trusting their speed and camouflage killer of a crag linnorm is affected by a Curse of Fire, which makes them vulnerable to avoid retribution.
fire.
* StealthyMook: Mist drakes are very stealthy creatures, and tend to make good use MagmaMan: The breath weapon of fog and cover when attacking to confuse their foes and protect themselves. That they can exhale crag linnorms is a cloud jet of thick mist at will to better hide themselves and ruin sightlines doesn't harm.

!!Jungle Drake
[[quoteright:300:https://static.
lava.
* PlayingWithFire: A crag linnorm's bite injects a literally burning venom.

!!Shoal Linnorm
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_jungle_drake.png]]
org/pmwiki/pub/images/linnorm_shoallinnorm.png]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
15
->'''Size:''' Large

Colorful, arboreal drakes that inhabit thick jungles, jungle drakes are also thought to be related to green dragons.
Gargantuan

Aquatic linnorms found in icy lakes and rivers.



* BewareMyStingerTail: The tails of jungle drakes are tipped with sharp stingers, which besides the damage of the sting itself also inject poison into their targets.
* OurWyvernsAreDifferent: Jungle drakes resemble classical and in-game wyverns more so than any other drake species, thanks to their toxic bites and stingers.
* PoisonousPerson: The stinger at the ends of a jungle drake's tail contains a powerful toxin it can use to debilitate prey and opponents.

!!Sea Drake
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/sea_drake.png]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Oceanic, fishlike drakes of great size and uncertain descent.

to:

* BewareMyStingerTail: BeastOfBattle: Some frost giant tribes capture very young shoal linnorms and train them as guards.
* MakingASplash:
The tails breath weapon of jungle drakes are tipped with sharp stingers, which besides shoal linnorms is a cloud of scalding steam.
* PlayingWithFire: The shoal linnorm's venom burns like
the damage of the sting itself also inject poison hottest alchemist's fire.
* SuperDrowningSkills: Their death curse is particularly nasty in this regard -- every time its victim attempts to ingest a liquid, this will stream
into their targets.
* OurWyvernsAreDifferent: Jungle drakes resemble classical
lungs and in-game wyverns more so than any other drake species, thanks to their toxic bites and stingers.
* PoisonousPerson: The stinger at the ends of a jungle drake's tail contains a powerful toxin it can use to debilitate prey and opponents.

!!Sea Drake
[[quoteright:300:https://static.
drown them on dry land.

!!Fjord Linnorm
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/sea_drake.png]]
org/pmwiki/pub/images/linnorm_fjordlinnorm.png]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
16
->'''Size:''' Large

Oceanic, fishlike drakes of great size and uncertain descent.
Gargantuan

Fish-headed linnorms that lurk along northern coasts.



* AquaticMook: Large but otherwise standard drakes, but with a swim speed and found in the sea.
* ShockAndAwe: They get ball lightning for a breath weapon.
* SeaMonster: They're entirely aquatic, preferentially marine creatures, and are persistent threats to shipping and sea travel wherever they are found. They're especially fond of capsizing boats.

!!Wyvern
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_wyvern.png]]
->'''Level:''' 6 (wyvern), 8 (Aashaq's wyvern)
->'''Alignment:''' NeutralEvil (wyvern), ChaoticEvil (Aashaq's wyvern) %%CN in 1E, presumably changed to CE in 2E to align with the standard wyvern
->'''Size:''' Large

Violent, wild dragons with no forelegs and a venomous sting.

to:

* AquaticMook: Large but otherwise standard drakes, but with a swim speed and found in the sea.
* ShockAndAwe: They get ball lightning for a
AnIcePerson: The breath weapon.
weapon of fjord linnorms is a line of freezing cold water that hardens into ice on contact.
* SeaMonster: They're entirely aquatic, preferentially marine SeaSerpents: Serpentine, aquatic dragons with only two limbs, webbed claws, fish-like heads and fins, tails ending in flukes and a propensity for attacking ships.
* SuperDrowningSkills: Their death curse makes water-breathing of any sort impossible and prevents its targets from holding their breath for more than limited amount of time. This will even affect naturally aquatic
creatures, and are persistent threats to shipping and sea travel wherever they are found. They're especially fond of capsizing boats.

!!Wyvern
[[quoteright:300:https://static.
making challenging a fjord linnorm effectively suicidal for other water-bound monsters.

!!Ice Linnorm
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_wyvern.png]]
org/pmwiki/pub/images/ice_linnorm.png]]
->'''Level:''' 6 (wyvern), 8 (Aashaq's wyvern)
->'''Alignment:''' NeutralEvil (wyvern), ChaoticEvil (Aashaq's wyvern) %%CN in 1E, presumably changed to CE in 2E to align with the standard wyvern
17
->'''Size:''' Large

Violent, wild dragons with no forelegs
Colossal

White-scaled linnorms that live in icy peaks
and a venomous sting.within glacial crevasses.



* BewareMyStingerTail: Wyverns have a poisonous stinger at the tip of their tails.
* BreathWeapon: Aashaq's wyverns are able to emit a noxious blast of gas that burns and blinds those in its path.
* MultipleTailedBeast: Unlike their more mundane cousins, Aashaq's wyverns have bifurcated tails.
* OurWyvernsAreDifferent: Effectively the same kind popularized by [[TabletopGame/DungeonsAndDragons the world's oldest roleplaying game]] -- stupid, aggressive and evil relations of true dragons with no breath weapons but with deadly stingers at the end of their tails. They can interbreed with true dragons just fine, although true dragons can in practice breed with just about anything; dragon/wyvern interbreeding in the ancient past is thought to have resulted in the creation of the drakes, another type of dragons resembling large wyverns without stingers but with their draconic progenitors' elemental breaths.
* PoisonousPerson: They can poison prey and enemies by stinging them with their barbed, envenomed tails.

!!Frost Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_frostdrake.png]]
->'''Level:''' 7
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Descended from white dragons, these mountain-dwelling creatures are paradoxically enough some of the largest and strongest of the drakes.

to:

* BewareMyStingerTail: Wyverns have a poisonous stinger at the tip KillItWithIce: The killer of their tails.
* BreathWeapon: Aashaq's wyverns are able
an ice linnorm is affected by a Curse of Frost which makes them vulnerable to emit a noxious blast of gas that burns and blinds those in its path.
cold.
* MultipleTailedBeast: Unlike their more mundane cousins, Aashaq's wyverns have bifurcated tails.
* OurWyvernsAreDifferent: Effectively the same kind popularized by [[TabletopGame/DungeonsAndDragons the world's oldest roleplaying game]] -- stupid, aggressive and evil relations of true dragons with no
AnIcePerson: The breath weapons but with deadly stingers at weapon of ice linnorms is a gout of freezing, clinging ooze.
* ThatsNoMoon: There are tales of mountaineers unknowingly climbing along
the end bodies of their tails. They can interbreed with true dragons just fine, although true dragons can in practice breed with just about anything; dragon/wyvern interbreeding in the ancient past is thought to have resulted in the creation of the drakes, another type of dragons resembling large wyverns without stingers but with their draconic progenitors' elemental breaths.
* PoisonousPerson: They can poison prey and enemies by stinging them with their barbed, envenomed tails.

!!Frost Drake
immense ice linnorms sleeping coiled around mountains, not realizing that they're mistaking a monster for a peak until they reach its head.

!!Cairn Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_frostdrake.org/pmwiki/pub/images/cairn_innorm.png]]
->'''Level:''' 7
->'''Alignment:''' ChaoticEvil
18
->'''Size:''' Large

Descended from white dragons, these mountain-dwelling creatures
Gargantuan

Gaunt, pale serpents that lurk within burial bounds, cairn linnorms
are paradoxically enough some of eerie and unnerving even by the largest and strongest standards of the drakes.their kind.



* AnIcePerson: They can spit out balls of icy liquid that burst into clouds of freezing mist, move across slippery ice without any difficulty and climb up any surface as long as it is coated with ice. They are also immune to cold damage.
* KillItWithFire: As creatures closely tied to elemental cold, frost drakes are very vulnerable to fire damage.
* WallCrawl: A limited variant; they can climb on any surface, provided that it's covered in ice.

!!Spire Drake
->'''Level:''' 7
->'''Alignment:''' LawfulEvil
->'''Size:''' Large

to:

* AnIcePerson: They can spit out balls AcidAttack: Their breath weapon is a gout of icy liquid acid infused with negative energy, which saps the life from their victims even as it eats into their flesh.
* FoodChainOfEvil: Unlike most other monsters, cairn linnorms feed almost exclusively on undead (although not on the incorporeal kind, as unlike umbral dragons they lack a means of physically interacting with ectoplasm). Probably the only upside of living in a cairn linnorm's territory is
that burst into clouds it will almost completely devoid of freezing mist, move across slippery ice corporeal undead.
* MustBeInvited: It's not clear whether or not this is actually true, but legends hold that cairn linnorms can neither enter nor leave a tomb
without any difficulty the express permission of the interred's descendants -- or the interred themselves, should they have risen into undeath.
* PoisonousPerson: A cairn linnorm has an acidic bite
and climb up any surface as long as it is coated breath weapon.
* RapidAging: Cairn linnorms inflict their killers
with ice. They are also immune to cold damage.
* KillItWithFire: As creatures closely tied to elemental cold, frost drakes are very vulnerable to fire damage.
* WallCrawl: A limited variant; they can climb on any surface, provided that it's covered in ice.

!!Spire Drake
a Curse of Decay, which makes its victims age a year per day.

!!Taiga Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_taiga_linnorm.jpg]]
->'''Level:''' 7
->'''Alignment:''' LawfulEvil
19
->'''Size:''' LargeColossal

Lightning-spitting dragons that roam the great northern forests of the world.



* CollectorOfTheStrange: Spire drakes are particularly curious about magic and magical items, and enjoy having large collections of such items even if they don't know how to use them.

!!Desert Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_desertdrake.png]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Fierce, predatory drakes found in tropical deserts, desert drakes lack the cunning and intelligence that characterizes their more powerful blue dragon kin.

to:

* CollectorOfTheStrange: Spire drakes are particularly curious about magic ShockAndAwe: The breath weapon of taiga linnorms is a cone of electrified vapor, and magical items, and enjoy having large collections of such items even if they don't know how to use them.

!!Desert Drake
their bite is charged as well.

!!Tarn Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_desertdrake.org/pmwiki/pub/images/tarn_linnorm.png]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
20
->'''Size:''' Large

Fierce, predatory drakes found in tropical deserts, desert drakes lack the cunning and intelligence
Colossal

Two-headed linnorms
that characterizes their more powerful blue dragon kin.lair along isolated mountain lakes.



* SandWorm: Desert drakes are adept burrowers, and are fond of lurking beneath the sand to ambush prey passing above.
* ShockAndAwe: Their breath weapon is an electrically charged cloud of airborne sand and dust, and are themselves resistant to electric damage.
* StealthyMook: Desert drakes are adept ambush predators and themed around stealth, and specialize in lurking out of view before suddenly attacking passing prey.

!!Lava Drake
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathtfinder_lava_drake.png]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Animalistic relations of magma dragons who lair near volcanoes.

to:

* SandWorm: Desert drakes are adept burrowers, AcidAttack: They can choose between a line of acid and are fond a cone of lurking beneath the sand to ambush prey passing above.
* ShockAndAwe: Their
acidic gas for their breath weapon is an electrically charged cloud of airborne sand weapon, and dust, inject [[PoisonIsCorrosive acidic venom]] through their bites.
* DeadlyGas: A tarn linnorm's acidic breath will evaporate into toxic fumes when it dissolves organic flesh.
* MultipleHeadCase: Tarn linnorms have two heads. These heads can both use their breath weapons at the same time for doubled destruction,
and are themselves resistant the expanded range of vision means that it's pretty much impossible to electric sneak up on these things.
* PoisonIsCorrosive: Tarn linnorm venom deals acid
damage.
* StealthyMook: Desert drakes are adept ambush predators and themed around stealth, and specialize in lurking out of view before suddenly attacking passing prey.

!!Lava Drake
[[quoteright:300:https://static.
WoundThatWillNotHeal: Their curse makes it impossible for their killer to heal naturally or benefit from magical healing.

!!Tor Linnorm
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathtfinder_lava_drake.org/pmwiki/pub/images/tor_linnorm.png]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
21
->'''Size:''' Large

Animalistic relations of magma dragons who lair near
Colossal

Powerful, four-armed linnorms that lurk within
volcanoes.



* MagmaMan: They can swim in lava and vomit globs of molten rock onto their foes.

!!Rift Drake
->'''Level:''' 9
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

to:

* MagmaMan: They can swim in lava AGodAmI: Tor linnorms enjoy being adored and vomit globs of molten rock onto worshipped and have been known to delay eating victims that seem to be particulary cowed by their foes.

!!Rift Drake
presence.
* KillItWithFire: The killer of a tor linnorm is affected by a Curse of Boiling Blood, which makes them vulnerable to fire.
* NonIndicativeName: A tor is a type of rock formation found in otherwise flat land. While a given tor may theoretically be volcanic and thus a suitable home for a tor linnorm, there's still a rather severe disconnect between this creature's name and its actual preferred habitat.
* PlayingWithFire: The breath weapon of tor linnorms is a cone of flames and ash, and their venom is burning.
* VolcanicVeins: A tor linnorm's body visibly glows red with its fiery power, red light outlining the spaces between its scales.

!!Sea Linnorm
->'''Level:''' 9
->'''Alignment:''' ChaoticEvil
22
->'''Size:''' LargeColossal

Immensely powerful linnorms that lurk within the darkest depths of the sea.



* AcidAttack: A rift drake can spit a ball of caustic gas that bursts into a cloud upon impact.

!!Ether Drake
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* {{Telepathy}}: Ether drakes are innate telepaths, and often use telepathy to communicate with each other.
* TokenHeroicOrc: Ether drakes are the only non-evil drake species, and stand out among their cousins for their relatively nonaggressive natures and not habitually preying on sapient beings.

to:

* AcidAttack: A rift drake can spit a ball of caustic gas that bursts into a cloud upon impact.

!!Ether Drake
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* {{Telepathy}}: Ether drakes
TheAgeless: Sea linnorms are innate telepaths, believed to be functionally immortal -- none have ever been known to die of old age, and often use telepathy to communicate with each other.
* TokenHeroicOrc: Ether drakes are
the oldest recorded specimens have lived for over five millennia each.
* LazyDragon: Sea linnorms hibernate for centuries at a time, awakening
only non-evil drake species, to feed and check over their territories before returning to their sleep.
* LuringInPrey: A sea linnorm has a distinctive facial lure which it uses to lure sea animals to their doom; in game terms, it can cause any other creature to
stand out among stupefied when the sea linnorm flashes it.
* SeaSerpents: Sea linnorms are immense, serpentine dragons, provided with lionfish-like spines and glowing lures, that live in the deepest underwater trenches of the world.
* ShockAndAwe: Bioelectricity courses through
their cousins for bodies, powering both their relatively nonaggressive natures lures and not habitually preying on sapient beings.cone of orange electricity that serves as their breath weapon and shorts out the nervous systems of their victims.
* SuperDrowningSkills: Their death curse, the curse of crushing depths, causes their killers to take 3d6 pressure damage every round when underwater, regardless of any skills, abilities or protections that might decree otherwise.



[[folder:Linnorm]]
->'''Alignment:''' ChaoticEvil

Ancient and primal dragons with no wings. They resent their more intelligent and magical descendants.

to:

[[folder:Linnorm]]
!Single Draconic Species
!!Templates
[[folder:Half-Dragon]]
->'''Level:''' Same as base creature + 2
->'''Alignment:''' ChaoticEvil

Ancient
Same as base creature
->'''Size:''' Same as base creature

The result of mixed parentage between a dragon
and primal dragons with no wings. They resent their more intelligent and magical descendants. another creature. This template can be applied to any living corporeal creature, changing its creature type to dragon.



* ChaoticEvil: Unlike other dragon types, which if nothing else vary along the law-chaos axis, every single breed of linnorm fits in this aligment.
* ColdIron: Linnorms are vulnerable to cold iron weapons, something presumably linked to their close ties with the First World and the fey.
* DyingCurse: Adult linnorms can inflict a nasty curse upon their killer.
* GiantFlyer: Despite their size and lack of wings, linnorms can fly like true dragons.
* GrimUpNorth: Linnorms inhabit the far north of the world, and are rarely if ever found in warmer, southerly areas.
* PoisonousPerson: All linnorms have a venomous bite.
* UndergroundMonkey: Linnorms tend to be geared around very specific environments, with each variant being named and themed around its preferred nesting spots -- besides variants found in the taiga, in glaciers or along coastlines you also get things like linnorms specific to burial mounds, tarns[[note]]glacier-dug mountain lakes[[/note]] and the like.

!!Young Linnorm

to:

* ChaoticEvil: Unlike other dragon types, which if nothing else vary along the law-chaos axis, every single breed HybridMonster: The non-draconic progenitors of linnorm fits in this aligment.
* ColdIron: Linnorms are vulnerable to cold iron weapons, something presumably linked to their close ties with the First World and the fey.
* DyingCurse: Adult linnorms
half-dragons can inflict a nasty curse upon their killer.
* GiantFlyer: Despite their size and lack of wings, linnorms can fly like true dragons.
* GrimUpNorth: Linnorms inhabit the far north of the world,
be varied indeed, and are rarely if ever found in warmer, southerly areas.
* PoisonousPerson: All linnorms have a venomous bite.
* UndergroundMonkey: Linnorms tend
hardly limited to humanoids -- half-dragon basilisks, griffons and destrachans are all known to exist. Generally, half-dragons of any sort are most often the result of magical accidents or experiments -- rarely, a half-dragon might be geared around very specific environments, the actual result of a dragon mating with another creature.
* TrueBreedingHybrid: Half-dragons generally breed true with others of their own kinds: if enough are created in close enough spatial and temporal proximity to
each variant being named and themed around its preferred nesting spots -- besides variants found other, it's entirely possible for them to become a true, self-sustaining species in the taiga, in glaciers or along coastlines you also get things like linnorms specific to burial mounds, tarns[[note]]glacier-dug mountain lakes[[/note]] and the like.

!!Young Linnorm
their own right.

!!Dracolisk
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dracolisk_6.png]]



->'''Alignment:''' TrueNeutral




The offspring of true dragons and basilisks.



* BigEater: Juvenile linnorms are voracious, eating any living creature to fuel their growth.

!!Crag Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crag_linnorm.png]]
->'''Level:''' 14
->'''Size:''' Gargantuan

Bestial, primitive linnorms that inhabit cold, rocky hills.

to:

* BigEater: Juvenile linnorms BasiliskAndCockatrice: Their non-draconic ancestors are voracious, eating any living creature to fuel basilisks, and they retain their growth.

!!Crag Linnorm
[[quoteright:350:https://static.
multiple legs and petrifying gaze.
* TakenForGranite: Like their basilisk progenitors, they can petrify those who look them in the eyes.
* TrueBreedingHybrid: Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks that have proven viable and can breed with one another as well as with basilisks.
* VertebrateWithExtraLimbs: More so than either parent species -- they have a dragon's wings and a basilisk's eight legs, for a total of ten articulate limbs.
[[/folder]]

!!Level 0
[[folder:Pyrausta]]
[[quoteright:200:https://static.
tvtropes.org/pmwiki/pub/images/crag_linnorm.png]]
org/pmwiki/pub/images/pathfinder_pyrausta.jpg]]
->'''Level:''' 14
0
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan

Bestial, primitive linnorms that inhabit cold, rocky hills.
Diminutive



* KillItWithFire: The killer of a crag linnorm is affected by a Curse of Fire, which makes them vulnerable to fire.
* MagmaMan: The breath weapon of crag linnorms is a jet of lava.
* PlayingWithFire: A crag linnorm's bite injects a literally burning venom.

!!Shoal Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/linnorm_shoallinnorm.png]]
->'''Level:''' 15
->'''Size:''' Gargantuan

Aquatic linnorms found in icy lakes and rivers.

to:

* KillItWithFire: The killer of a crag linnorm is affected by a Curse of Fire, which makes them vulnerable to fire.
* MagmaMan: The
TechnicolorFire: A pyrausta's fiery breath weapon of crag linnorms is a jet of lava.
* PlayingWithFire: A crag linnorm's bite injects a literally burning venom.

!!Shoal Linnorm
[[quoteright:350:https://static.
[[LivingMoodRing changes colour depending on its emotions]].
[[/folder]]

!!Level 1
[[folder:Pseudodragon]]
[[quoteright:120:https://static.
tvtropes.org/pmwiki/pub/images/linnorm_shoallinnorm.png]]
org/pmwiki/pub/images/pseudodragon.jpeg]]
->'''Level:''' 15
1
->'''Alignment:''' NeutralGood
->'''Size:''' Gargantuan

Aquatic linnorms found in icy lakes and rivers.
Tiny



* BeastOfBattle: Some frost giant tribes capture very young shoal linnorms and train them as guards.
* MakingASplash: The breath weapon of shoal linnorms is a cloud of scalding steam.
* PlayingWithFire: The shoal linnorm's venom burns like the hottest alchemist's fire.
* SuperDrowningSkills: Their death curse is particularly nasty in this regard -- every time its victim attempts to ingest a liquid, this will stream into their lungs and drown them on dry land.

!!Fjord Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/linnorm_fjordlinnorm.png]]
->'''Level:''' 16
->'''Size:''' Gargantuan

Fish-headed linnorms that lurk along northern coasts.

to:

* BeastOfBattle: Some frost giant tribes capture very young shoal linnorms and train them as guards.
* MakingASplash: The breath weapon of shoal linnorms is a cloud of scalding steam.
* PlayingWithFire: The shoal linnorm's venom burns like the hottest alchemist's fire.
* SuperDrowningSkills:
BewareMyStingerTail: Their death curse is particularly nasty tails are tipped with poisonous stingers.
* {{Familiar}}: Highly social as they are, pseudodragons will partner up as familiars with good-aligned sorcerers and wizards.
* ShoulderSizedDragon: They're about the size of housecats, despite resembling true dragons
in this regard -- every time its victim attempts to ingest outward aspect otherwise, and capable of perching on a liquid, this will stream into human-sized creature's shoulder.
* {{Telepathy}}: As they cannot physically speak, telepathy is
their lungs and drown them on dry land.

!!Fjord Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/linnorm_fjordlinnorm.png]]
only means of communicating directly with other species.
[[/folder]]

!!Level 2
[[folder:Calligraphy Wyrm]]
->'''Level:''' 16
2
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Fish-headed linnorms that lurk along northern coasts.
Diminutive



* AnIcePerson: The breath weapon of fjord linnorms is a line of freezing cold water that hardens into ice on contact.
* SeaSerpents: Serpentine, aquatic dragons with only two limbs, webbed claws, fish-like heads and fins, tails ending in flukes and a propensity for attacking ships.
* SuperDrowningSkills: Their death curse makes water-breathing of any sort impossible and prevents its targets from holding their breath for more than limited amount of time. This will even affect naturally aquatic creatures, making challenging a fjord linnorm effectively suicidal for other water-bound monsters.

!!Ice Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ice_linnorm.png]]
->'''Level:''' 17
->'''Size:''' Colossal

White-scaled linnorms that live in icy peaks and within glacial crevasses.

to:

* AnIcePerson: The breath weapon of fjord linnorms is a line of freezing cold water that hardens {{Objectshifting}}: A calligraphy wyrm can turn into ice on contact.
* SeaSerpents: Serpentine, aquatic dragons
a golden fountain pen decorated with only two limbs, webbed claws, fish-like heads and fins, tails ending in flukes and a propensity for attacking ships.
* SuperDrowningSkills: Their death curse makes water-breathing
designs reminiscent of any sort impossible and prevents its targets from holding their breath for more than limited amount of time. This will even affect naturally aquatic creatures, making challenging a fjord linnorm effectively suicidal for other water-bound monsters.

!!Ice Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ice_linnorm.png]]
sovereign dragons.
[[/folder]]

[[folder:Fey Dragonet]]
->'''Level:''' 17
2
->'''Alignment:''' ChaoticGood
->'''Size:''' Colossal

White-scaled linnorms that live in icy peaks
Tiny

Whimsical, butterfly-winged dragon-kin, fey dragonets have closer ties to the fey
and within glacial crevasses.the First World than most of their kin.



* KillItWithIce: The killer of an ice linnorm is affected by a Curse of Frost which makes them vulnerable to cold.
* AnIcePerson: The breath weapon of ice linnorms is a gout of freezing, clinging ooze.
* ThatsNoMoon: There are tales of mountaineers unknowingly climbing along the bodies of immense ice linnorms sleeping coiled around mountains, not realizing that they're mistaking a monster for a peak until they reach its head.

!!Cairn Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cairn_innorm.png]]
->'''Level:''' 18
->'''Size:''' Gargantuan

Gaunt, pale serpents that lurk within burial bounds, cairn linnorms are eerie and unnerving even by the standards of their kind.

to:

* KillItWithIce: The killer of an ice linnorm is affected by a Curse of Frost which makes them vulnerable BossInMookClothing: Unlike other dragons, fey dragonets don't grow in size after reaching adulthood and often take levels in spellcaster classes. Consequently, while sporadic fey dragonets can grow very powerful indeed, they won't actually look much different from their common kin. This can lead to cold.
* AnIcePerson: The breath weapon of ice linnorms is a gout of freezing, clinging ooze.
* ThatsNoMoon: There are tales of mountaineers
people unknowingly climbing along picking on someone much above their weight class, when the bodies of immense ice linnorms sleeping coiled around mountains, not realizing minor woodland creature turns out to be a level 20 druid or wizard.
* FairyDragons: Miniature dragons with blue scales and colorful butterfly wings, and which breathe a euphoric gas
that they're mistaking a monster for a peak until makes other beings dazed and confused. They have close ties to the fey, often associating with them, and many live in the First World. They wander through life in search of amusement and playing elaborate tricks and pranks on anyone they reach its head.

!!Cairn Linnorm
encounter; they don't generally seek to harm anyone, but their pranks can often get away from them.
* ShoulderSizedDragon: They don't grow to be much bigger than cats.
* StupidityInducingAttack: They breathe a euphoric gas that stupefies those that breathe it, dulling their minds and clouding their senses.
* TheTrickster: Fey dragonets wander through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter, but without seeking to harm anyone.
[[/folder]]

[[folder:Grauladon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cairn_innorm.png]]
org/pmwiki/pub/images/grauladon.png]]
->'''Level:''' 18
2
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Gaunt, pale serpents
Large

Grauladons are vicious predators
that lurk within burial bounds, cairn linnorms appear crocodilian in form, but are eerie and unnerving even by the standards in fact distant offshoots of their kind.dragonkind.

Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=435 here]].



* AcidAttack: Their breath weapon is a gout of acid infused with negative energy, which saps the life from their victims even as it eats into their flesh.
* FoodChainOfEvil: Unlike most other monsters, cairn linnorms feed almost exclusively on undead (although not on the incorporeal kind, as unlike umbral dragons they lack a means of physically interacting with ectoplasm). Probably the only upside of living in a cairn linnorm's territory is that it will almost completely devoid of corporeal undead.
* MustBeInvited: It's not clear whether or not this is actually true, but legends hold that cairn linnorms can neither enter nor leave a tomb without the express permission of the interred's descendants -- or the interred themselves, should they have risen into undeath.
* PoisonousPerson: A cairn linnorm has an acidic bite and breath weapon.
* RapidAging: Cairn linnorms inflict their killers with a Curse of Decay, which makes its victims age a year per day.

!!Taiga Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_taiga_linnorm.jpg]]
->'''Level:''' 19
->'''Size:''' Colossal

Lightning-spitting dragons that roam the great northern forests of the world.

to:

* AcidAttack: Their breath weapon is ThePigPen: A grauladon has a gout of acid infused with negative energy, which saps disgusting smell, the life from their victims even as it eats into their flesh.
* FoodChainOfEvil: Unlike most other monsters, cairn linnorms feed almost exclusively on undead (although not on the incorporeal kind, as unlike umbral dragons they lack a means
result of physically interacting with ectoplasm). Probably the only upside of living in a cairn linnorm's territory is that it will almost completely devoid of corporeal undead.
* MustBeInvited: It's not clear whether or not this is actually true, but legends hold that cairn linnorms can neither enter nor leave a tomb without the express permission of the interred's descendants -- or the interred themselves, should they have risen into undeath.
* PoisonousPerson: A cairn linnorm has an acidic bite
its fetid habitat and breath weapon.
* RapidAging: Cairn linnorms inflict their killers with a Curse
diet of Decay, which makes its victims age a year per day.

!!Taiga Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_taiga_linnorm.jpg]]
rotting, waterlogged meat.
[[/folder]]

[[folder:House Drake]]
->'''Level:''' 19
2
->'''Alignment:''' ChaoticGood
->'''Size:''' Colossal

Lightning-spitting dragons
Tiny

A subspecies of pseudodragon
that roam lives in the great northern forests Varisian city of Korvosa. Known for battling the world.imps also plaguing the city.



* ShockAndAwe: The breath weapon of taiga linnorms is a cone of electrified vapor, and their bite is charged as well.

!!Tarn Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tarn_linnorm.png]]
->'''Level:''' 20
->'''Size:''' Colossal

Two-headed linnorms that lair along isolated mountain lakes.

to:

* ShockAndAwe: The breath weapon GoodCounterpart: They serve as this to the flocks of taiga linnorms is a cone imps they are in constant conflict with for control of electrified vapor, Korvosa's rooftops and skies. In addition to their bite is charged opposing alignments -- ChaoticGood and LawfulEvil -- the two species possess multiple shared physical features, such as well.

!!Tarn Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tarn_linnorm.png]]
size, leathery wings, six limbs, horns, stinger-tipped tails, and a position near the bottom of the magical pecking order, to further emphasize their rivalry.
* LamarckWasRight: Their pseudodragon ancestors started by chewing on silver coins, studying magic, and eating dream spiders so that their natural weapons could affect imps. They started naturally displaying these adaptations in only a few short generations, suggesting that some outside source helped them out. Or maybe dragons just evolve that fast.
* {{Retcon}}: House drakes were developed for the special edition of ''Curse of the Crimson Throne'', after the writers realized that stock pseudodragon had several disadvantages against imps, and wanted to even things out.
* SilverHasMysticPowers: Their teeth and stingers are laced with silver, allowing them to penetrate the imps' natural DamageReduction.
[[/folder]]

[[folder:Nycar]]
->'''Level:''' 20
2
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Colossal

Two-headed linnorms that lair along isolated mountain lakes.
Tiny



* AcidAttack: They can choose between a line of acid and a cone of acidic gas for their breath weapon, and inject [[PoisonIsCorrosive acidic venom]] through their bites.
* DeadlyGas: A tarn linnorm's acidic breath will evaporate into toxic fumes when it dissolves organic flesh.
* MultipleHeadCase: Tarn linnorms have two heads. These heads can both use their breath weapons at the same time for doubled destruction, and the expanded range of vision means that it's pretty much impossible to sneak up on these things.
* PoisonIsCorrosive: Tarn linnorm venom deals acid damage.
* WoundThatWillNotHeal: Their curse makes it impossible for their killer to heal naturally or benefit from magical healing.

!!Tor Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tor_linnorm.png]]
->'''Level:''' 21
->'''Size:''' Colossal

Powerful, four-armed linnorms that lurk within volcanoes.

to:

* AcidAttack: They can choose between a line of acid PoisonousPerson: A nycar's savage bite is venomous; after one bite, the nycar usually withdraws to safety to wait for its prey to sicken and a cone of acidic gas for their breath weapon, and inject [[PoisonIsCorrosive acidic venom]] through their bites.
* DeadlyGas: A tarn linnorm's acidic breath will evaporate into toxic fumes when it dissolves organic flesh.
* MultipleHeadCase: Tarn linnorms have two heads. These heads can both use their breath weapons at the same time for doubled destruction, and the expanded range of vision means that it's pretty much impossible to sneak up on these things.
* PoisonIsCorrosive: Tarn linnorm venom deals acid damage.
* WoundThatWillNotHeal: Their curse makes it impossible for their killer to heal naturally or benefit from magical healing.

!!Tor Linnorm
die.
[[/folder]]

[[folder:Tatzlwyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tor_linnorm.png]]
org/pmwiki/pub/images/tatzlwyrm.png]]
->'''Level:''' 21
2
->'''Alignment:''' TrueNeutral
->'''Size:''' Colossal

Powerful, four-armed linnorms that
Medium

A whelp race of dragonkind, tatzlwyrms
lurk within volcanoes.amid the deepest wilds of the natural world. Although they lack many of the qualities of true dragons--most notably wings and powerful breath weapons--their instinctual cunning and innate ferocity is not diminished by their size.\\
\\
Their 3.5 stats can be found in ''Hollow's Last Hope''. Their Pathfinder 1st Edition stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/dragons/tatzlwyrm/ here]].



* AGodAmI: Tor linnorms enjoy being adored and worshipped and have been known to delay eating victims that seem to be particulary cowed by their presence.
* KillItWithFire: The killer of a tor linnorm is affected by a Curse of Boiling Blood, which makes them vulnerable to fire.
* NonIndicativeName: A tor is a type of rock formation found in otherwise flat land. While a given tor may theoretically be volcanic and thus a suitable home for a tor linnorm, there's still a rather severe disconnect between this creature's name and its actual preferred habitat.
* PlayingWithFire: The breath weapon of tor linnorms is a cone of flames and ash, and their venom is burning.
* VolcanicVeins: A tor linnorm's body visibly glows red with its fiery power, red light outlining the spaces between its scales.

!!Sea Linnorm
->'''Level:''' 22
->'''Size:''' Colossal

Immensely powerful linnorms that lurk within the darkest depths of the sea.
----
* TheAgeless: Sea linnorms are believed to be functionally immortal -- none have ever been known to die of old age, and the oldest recorded specimens have lived for over five millennia each.
* LazyDragon: Sea linnorms hibernate for centuries at a time, awakening only to feed and check over their territories before returning to their sleep.
* LuringInPrey: A sea linnorm has a distinctive facial lure which it uses to lure sea animals to their doom; in game terms, it can cause any other creature to stand stupefied when the sea linnorm flashes it.
* SeaSerpents: Sea linnorms are immense, serpentine dragons, provided with lionfish-like spines and glowing lures, that live in the deepest underwater trenches of the world.
* ShockAndAwe: Bioelectricity courses through their bodies, powering both their lures and cone of orange electricity that serves as their breath weapon and shorts out the nervous systems of their victims.
* SuperDrowningSkills: Their death curse, the curse of crushing depths, causes their killers to take 3d6 pressure damage every round when underwater, regardless of any skills, abilities or protections that might decree otherwise.

to:

* AGodAmI: Tor linnorms enjoy being adored and worshipped and ArmlessBiped: Tatzlwyrms have been known to delay eating victims that seem to be particulary cowed by their presence.
* KillItWithFire: The killer of a tor linnorm is affected by a Curse of Boiling Blood, which makes them vulnerable to fire.
* NonIndicativeName: A tor is a type of rock formation found in otherwise flat land. While a given tor may theoretically be volcanic and thus a suitable home for a tor linnorm, there's still a rather severe disconnect between this creature's name and its actual preferred habitat.
* PlayingWithFire: The breath weapon of tor linnorms is a cone of flames and ash, and their venom is burning.
* VolcanicVeins: A tor linnorm's body visibly glows red with its fiery power, red light outlining the spaces between its scales.

!!Sea Linnorm
->'''Level:''' 22
->'''Size:''' Colossal

Immensely powerful linnorms that lurk within the darkest depths of the sea.
----
* TheAgeless: Sea linnorms are believed to be functionally immortal -- none have ever been known to die of old age, and the oldest recorded specimens have lived for over five millennia each.
* LazyDragon: Sea linnorms hibernate for centuries at a time, awakening
only to feed two limbs and check over their territories before returning to their sleep.
* LuringInPrey: A sea linnorm has a distinctive facial lure which it uses to lure sea animals to their doom; in game terms, it can cause any other creature to stand stupefied when the sea linnorm flashes it.
* SeaSerpents: Sea linnorms are immense, serpentine dragons, provided with lionfish-like spines and glowing lures, that live in the deepest underwater trenches of the world.
* ShockAndAwe: Bioelectricity courses through their bodies, powering both their lures and cone of orange electricity that serves as their breath weapon and shorts out the nervous systems of their victims.
* SuperDrowningSkills: Their death curse, the curse of crushing depths, causes their killers to take 3d6 pressure damage every round when underwater, regardless of any skills, abilities or protections that might decree otherwise.
no wings.



!Single Draconic Species
!!Templates
[[folder:Half-Dragon]]
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Same as base creature
->'''Size:''' Same as base creature

The result of mixed parentage between a dragon and another creature. This template can be applied to any living corporeal creature, changing its creature type to dragon.

to:

!Single Draconic Species
!!Templates
[[folder:Half-Dragon]]
!!Level 3
[[folder:Kyrana]]
->'''Level:''' Same as base creature + 2
3
->'''Alignment:''' Same as base creature
NeutralEvil
->'''Size:''' Same as base creature

The result
Medium

Kyranas are large, iguana-like relatives
of mixed parentage between a dragon true dragons, with low intelligence and another creature. This template can be applied an affinity for fire. Though quite weak as dragons go, kyranas are still dangerous enough to any living corporeal creature, changing its creature type to dragon.command the fear and respect of kobolds, who often encounter the fire-breathing dragons while digging deep tunnels.



* HybridMonster: The non-draconic progenitors of half-dragons can be varied indeed, and are hardly limited to humanoids -- half-dragon basilisks, griffons and destrachans are all known to exist. Generally, half-dragons of any sort are most often the result of magical accidents or experiments -- rarely, a half-dragon might be the actual result of a dragon mating with another creature.
* TrueBreedingHybrid: Half-dragons generally breed true with others of their own kinds: if enough are created in close enough spatial and temporal proximity to each other, it's entirely possible for them to become a true, self-sustaining species in their own right.

!!Dracolisk
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dracolisk_6.png]]
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

The offspring of true dragons and basilisks.
----
* BasiliskAndCockatrice: Their non-draconic ancestors are basilisks, and they retain their multiple legs and petrifying gaze.
* TakenForGranite: Like their basilisk progenitors, they can petrify those who look them in the eyes.
* TrueBreedingHybrid: Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks that have proven viable and can breed with one another as well as with basilisks.
* VertebrateWithExtraLimbs: More so than either parent species -- they have a dragon's wings and a basilisk's eight legs, for a total of ten articulate limbs.

to:

* HybridMonster: The non-draconic progenitors of half-dragons can be varied indeed, FeedItWithFire: Kyranas are unaffected by fire-based attacks, and are hardly limited to humanoids -- half-dragon basilisks, griffons and destrachans are all known to exist. Generally, half-dragons of any sort are most often the result of magical accidents or experiments -- rarely, a half-dragon might be the actual result of a dragon mating healed supernaturally by contact with another creature.
* TrueBreedingHybrid: Half-dragons generally breed true with others of their own kinds: if enough are created in close enough spatial and temporal proximity to each other, it's entirely possible for them to become a true, self-sustaining species in their own right.

!!Dracolisk
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dracolisk_6.png]]
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

The offspring of true dragons and basilisks.
----
* BasiliskAndCockatrice: Their non-draconic ancestors are basilisks, and they retain their multiple legs and petrifying gaze.
* TakenForGranite: Like their basilisk progenitors, they can petrify those who look them in the eyes.
* TrueBreedingHybrid: Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks that have proven viable and can breed with one another as well as with basilisks.
* VertebrateWithExtraLimbs: More so than either parent species -- they have a dragon's wings and a basilisk's eight legs, for a total of ten articulate limbs.
fire.



!!Level 0
[[folder:Pyrausta]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_pyrausta.jpg]]
->'''Level:''' 0

to:

!!Level 0
[[folder:Pyrausta]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_pyrausta.jpg]]
[[folder:Tidepool Dragon]]
->'''Level:''' 03



->'''Size:''' Diminutive

to:

->'''Size:''' DiminutiveTiny



* TechnicolorFire: A pyrausta's fiery breath [[LivingMoodRing changes colour depending on its emotions]].

to:

* TechnicolorFire: A pyrausta's fiery breath [[LivingMoodRing changes colour depending on its emotions]].{{Familiar}}: Tidepool dragons sometimes become familiars of spellcasters who go out of their way to feed them rich or exotic foods.



!!Level 1
[[folder:Pseudodragon]]
[[quoteright:120:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon.jpeg]]
->'''Level:''' 1
->'''Alignment:''' NeutralGood
->'''Size:''' Tiny

to:

!!Level 1
[[folder:Pseudodragon]]
[[quoteright:120:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon.jpeg]]
4
[[folder:Amphiptere]]
->'''Level:''' 1
4
->'''Alignment:''' NeutralGood
TrueNeutral
->'''Size:''' TinyLarge



* BewareMyStingerTail: Their tails are tipped with poisonous stingers.
* {{Familiar}}: Highly social as they are, pseudodragons will partner up as familiars with good-aligned sorcerers and wizards.
* ShoulderSizedDragon: They're about the size of housecats, despite resembling true dragons in every outward aspect otherwise, and capable of perching on a human-sized creature's shoulder.
* {{Telepathy}}: As they cannot physically speak, telepathy is their only means of communicating directly with other species.

to:

* BewareMyStingerTail: Their tails are tipped ImpaledWithExtremePrejudice: If an amphiptere scores a critical hit with poisonous stingers.
its tail attack against a creature smaller than itself, its spike-tipped tail impales the victim.
* {{Familiar}}: Highly social as they are, pseudodragons will partner up as familiars with good-aligned sorcerers OurWyvernsAreDifferent: Amphipteres are close relatives to wyverns, and wizards.
* ShoulderSizedDragon: They're about the size of housecats, despite resembling true dragons in every outward aspect otherwise,
have serpentine bodies and bat-like wings like their cousins. Unlike wyverns, however, amphipteres are only capable of perching limited flight and must use the long claws on a human-sized creature's shoulder.
* {{Telepathy}}: As they cannot physically speak, telepathy is
the tips of their only means of communicating directly with other species.wings to propel their bodies along.



!!Level 2
[[folder:Calligraphy Wyrm]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Diminutive

to:

!!Level 2
[[folder:Calligraphy Wyrm]]
[[folder:Najra Lizard]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/najralizard.png]]
->'''Level:''' 2
4
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:''' DiminutiveTiny



* {{Objectshifting}}: A calligraphy wyrm can turn into a golden fountain pen decorated with designs reminiscent of sovereign dragons.

to:

* {{Objectshifting}}: A calligraphy wyrm can turn into PoisonousPerson: The najra lizard's bite injects a golden fountain pen decorated venom that turns the victim extremely thirsty and prevents it from quenching its thirst. The wealthy may seek to dose a rival with designs reminiscent of sovereign dragons.diluted najra lizard venom, hoping their thirst will make them drink too much alcohol and create an embarrassing spectacle.



[[folder:Fey Dragonet]]
->'''Level:''' 2
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny

Whimsical, butterfly-winged dragon-kin, fey dragonets have closer ties to the fey and the First World than most of their kin.

to:

[[folder:Fey Dragonet]]
!!Level 5
[[folder:Gowrow]]
->'''Level:''' 2
5
->'''Alignment:''' ChaoticGood
TrueNeutral
->'''Size:''' Tiny

Whimsical, butterfly-winged dragon-kin, fey dragonets have closer ties to the fey and the First World than most of their kin.
Large



* BossInMookClothing: Unlike other dragons, fey dragonets don't grow in size after reaching adulthood and often take levels in spellcaster classes. Consequently, while sporadic fey dragonets can grow very powerful indeed, they won't actually look much different from their common kin. This can lead to people unknowingly picking on someone much above their weight class, when the minor woodland creature turns out to be a level 20 druid or wizard.
* FairyDragons: Miniature dragons with blue scales and colorful butterfly wings, and which breathe a euphoric gas that makes other beings dazed and confused. They have close ties to the fey, often associating with them, and many live in the First World. They wander through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter; they don't generally seek to harm anyone, but their pranks can often get away from them.
* ShoulderSizedDragon: They don't grow to be much bigger than cats.
* StupidityInducingAttack: They breathe a euphoric gas that stupefies those that breathe it, dulling their minds and clouding their senses.
* TheTrickster: Fey dragonets wander through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter, but without seeking to harm anyone.

to:

* BossInMookClothing: Unlike other dragons, fey dragonets don't grow in size after reaching adulthood AquaticMook: A gowrow's natural weapons and often take levels in spellcaster classes. Consequently, while sporadic fey dragonets can grow very powerful indeed, they won't actually look much different from their common kin. This can lead fighting style are adapted to people unknowingly picking on someone much above their weight class, when the minor woodland creature turns out to be a level 20 druid or wizard.
* FairyDragons: Miniature dragons with blue scales and colorful butterfly wings, and which breathe a euphoric gas that makes other beings dazed and confused. They have close ties to the fey, often associating with them, and many live in the First World. They wander through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter; they don't generally seek to harm anyone, but their pranks can often get away from them.
* ShoulderSizedDragon: They don't grow to be much bigger than cats.
* StupidityInducingAttack: They breathe a euphoric gas that stupefies those that breathe it, dulling their minds and clouding their senses.
* TheTrickster: Fey dragonets wander through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter, but without seeking to harm anyone.
its aquatic nature.



[[folder:Grauladon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grauladon.png]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind.

Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=435 here]].

to:

[[folder:Grauladon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grauladon.png]]
[[folder:Rope Dragon]]
->'''Level:''' 2
5
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:''' Large

Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind.

Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=435 here]].
Small



* ThePigPen: A grauladon has a disgusting smell, the result of its fetid habitat and diet of rotting, waterlogged meat.

to:

* ThePigPen: A grauladon has a disgusting smell, the result of its fetid habitat ThatsNoMoon: Rope dragons often disguise as and diet of rotting, waterlogged meat.hide among ordinary rope to steal sweet and expensive foods and escape undetected.



[[folder:House Drake]]
->'''Level:''' 2
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny

A subspecies of pseudodragon that lives in the Varisian city of Korvosa. Known for battling the imps also plaguing the city.

to:

[[folder:House Drake]]
!!Level 6
[[folder:I'iko Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/iikodragon.png]]
->'''Level:''' 2
6
->'''Alignment:''' ChaoticGood
ChaoticNeutral
->'''Size:''' Tiny

A subspecies of pseudodragon that lives in the Varisian city of Korvosa. Known for battling the imps also plaguing the city.
Small



* GoodCounterpart: They serve as this to the flocks of imps they are in constant conflict with for control of Korvosa's rooftops and skies. In addition to their opposing alignments -- ChaoticGood and LawfulEvil -- the two species possess multiple shared physical features, such as size, leathery wings, six limbs, horns, stinger-tipped tails, and a position near the bottom of the magical pecking order, to further emphasize their rivalry.
* LamarckWasRight: Their pseudodragon ancestors started by chewing on silver coins, studying magic, and eating dream spiders so that their natural weapons could affect imps. They started naturally displaying these adaptations in only a few short generations, suggesting that some outside source helped them out. Or maybe dragons just evolve that fast.
* {{Retcon}}: House drakes were developed for the special edition of ''Curse of the Crimson Throne'', after the writers realized that stock pseudodragon had several disadvantages against imps, and wanted to even things out.
* SilverHasMysticPowers: Their teeth and stingers are laced with silver, allowing them to penetrate the imps' natural DamageReduction.

to:

* GoodCounterpart: They serve as this to the flocks of imps they are in constant conflict with for control of Korvosa's rooftops and skies. In addition to their opposing alignments -- ChaoticGood and LawfulEvil -- the two species possess multiple shared physical features, such as size, leathery wings, six limbs, horns, stinger-tipped tails, and a position near the bottom of the magical pecking order, to further emphasize their rivalry.
* LamarckWasRight: Their pseudodragon ancestors started by chewing on silver coins, studying magic, and eating dream spiders so that their natural weapons could affect imps. They started naturally displaying these adaptations in only a few short generations, suggesting that some outside source helped them out. Or maybe
EatDirtCheap: I'iko dragons just evolve that fast.
* {{Retcon}}: House drakes were developed for the special edition of ''Curse of the Crimson Throne'', after the writers realized that stock pseudodragon had several disadvantages against imps,
consume glass, crystals and wanted gemstones to even things out.
* SilverHasMysticPowers: Their teeth
harden and stingers are laced with silver, allowing them to penetrate the imps' natural DamageReduction. colour their scales.



[[folder:Nycar]]
->'''Level:''' 2
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Tiny

to:

[[folder:Nycar]]
[[folder:Myroga]]
->'''Level:''' 2
6
->'''Alignment:''' ChaoticNeutral
NeutralEvil
->'''Size:''' TinyLarge



* PoisonousPerson: A nycar's savage bite is venomous; after one bite, the nycar usually withdraws to safety to wait for its prey to sicken and die.

to:

* PoisonousPerson: A nycar's savage bite is venomous; after one bite, the nycar usually withdraws CollectorOfTheStrange: The treasures in a myroga's hoard tend to safety to wait for be eccentric and strange, like powerful crystal balls, cursed suits of armour and intelligent talking weapons.
* LeyLine: Myrogas draw their occult abilities from ley lines--loci of intense magical energy often associated with psychic phenomena.
* MagicEater: A myroga roosts near a ley line and sups on
its prey nearly inexhaustible ambient magic to sicken grow stronger and die.expand its repertoire of brutal powers.



[[folder:Tatzlwyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tatzlwyrm.png]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

A whelp race of dragonkind, tatzlwyrms lurk amid the deepest wilds of the natural world. Although they lack many of the qualities of true dragons--most notably wings and powerful breath weapons--their instinctual cunning and innate ferocity is not diminished by their size.\\
\\
Their 3.5 stats can be found in ''Hollow's Last Hope''. Their Pathfinder 1st Edition stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/dragons/tatzlwyrm/ here]].

to:

[[folder:Tatzlwyrm]]
!!Level 8
[[folder:Bida]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tatzlwyrm.png]]
org/pmwiki/pub/images/bida.png]]
->'''Level:''' 2
8
->'''Alignment:''' TrueNeutral
LawfulEvil
->'''Size:''' Medium

Huge

A whelp race of dragonkind, tatzlwyrms lurk amid the deepest wilds of the natural world. Although they lack many of the qualities of true dragons--most notably wings bida uses its impressive intellect and powerful breath weapons--their instinctual cunning magic to pose as a humanoid and innate ferocity is not diminished by their size.\\
\\
infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town.

Their 3.5 stats can be found in ''Hollow's Last Hope''. Their Pathfinder 1st 2nd Edition stats can be found in ''Bestiary 3'' ''Age of Ashes: Cult of Cinders'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/dragons/tatzlwyrm/ [[https://2e.aonprd.com/Monsters.aspx?ID=440 here]].



* ArmlessBiped: Tatzlwyrms have only two limbs and no wings.

to:

* ArmlessBiped: Tatzlwyrms have only two limbs MasterOfIllusion: Bidas employ illusion magic to disguise themselves as humans, and no wings.hide villages that they enslaved from the outside world.



!!Level 3
[[folder:Kyrana]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Kyranas are large, iguana-like relatives of true dragons, with low intelligence and an affinity for fire. Though quite weak as dragons go, kyranas are still dangerous enough to command the fear and respect of kobolds, who often encounter the fire-breathing dragons while digging deep tunnels.

to:

!!Level 3
[[folder:Kyrana]]
9
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dragonturtle.png]]
->'''Level:''' 3
9
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Medium

Kyranas are large, iguana-like relatives of true dragons, with low intelligence and an affinity for fire. Though quite weak as dragons go, kyranas are still dangerous enough to command the fear and respect of kobolds, who often encounter the fire-breathing dragons while digging deep tunnels.
Huge



* FeedItWithFire: Kyranas are unaffected by fire-based attacks, and are healed supernaturally by contact with fire.

to:

* FeedItWithFire: Kyranas MakingASplash: The dragon turtle can create a massive growing tsunami.
* SeaMonster: Dragon turtles live in oceans and enjoy a fearsome reputation, though they delight in secretly observing seafaring cities grow and evolve and might even protect their wards from pirates, invaders or other sea monsters.
* ToServeMan: Dragon turtles
are unaffected by fire-based attacks, and are healed supernaturally by contact glad to supplement their diet with fire.the flesh of sailors.
* TurtleIsland: Some dragon turtles can grow so large to resemble rocky islands from a distance. Legends persist of truly immense dragon turtles who spend centuries drifting on uncharted waters, with shells that serve as islands capable of supporting entire ecosystems and allegedly even people who know nothing of lands that remain in one place.



[[folder:Tidepool Dragon]]
->'''Level:''' 3
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Tiny

to:

[[folder:Tidepool Dragon]]
[[folder:Pest Drake]]
->'''Level:''' 3
9
->'''Alignment:''' ChaoticNeutral
TrueNeutral
->'''Size:''' TinyDiminutive

Minute drakes bred as a failed attempt at creating new familiars, pest drakes are largely harmless on their own but can form destructive, screeching flocks when allowed to breed in large numbers.



* {{Familiar}}: Tidepool dragons sometimes become familiars of spellcasters who go out of their way to feed them rich or exotic foods.

to:

* AcidAttack: They breathe acidic gas and constantly secrete caustic slime, causing any creature that passes through a swarm of pest drakes coated in acid. Outside of combat, this proves to be a major problem for architects and urban planners -- pest drakes' acid quickly seeps into their perches, corroding and damaging any architecture or statuary they claim as theirs.
* {{Familiar}}: Tidepool dragons sometimes become They were bred to serve as loyal familiars without the independence and intelligence of spellcasters who go out of pseudodragons. This attempt failed -- pest drakes can't be taken as familiar -- but they're still extremely comfortable around humanoids, leading to their way becoming an ubiquitous urban pest.
* FantasticVermin: In this case, the fantastic equivalent of fad pets who either fled into the wild or were deliberately released after they grew too big or the fad passed. They ended up forming immense colonies in many major cities that endure into the present day and are ubiquitous nuisances where they live, picking through trash for food and badgering people for scraps, but their real danger comes from their tendency
to feed aggressively defend their roosts (which makes construction near them rich extremely difficult) and the way their acidic secretions eat through stone, paint and mortar to damage walls and ruin frescos and statues.
* ShoulderSizedDragon: They're about a foot from nose to tail-tip and never weigh more than two pounds
or exotic foods.so.
* TheSwarm: They're highly social and communal nesters, and any disturbance to their roosting sites will quickly call down enraged flocks of wheeling, screeching drakes. Due to their being no more dangerous than a seagull on their own, they're statted to be always be fought in this manner.



!!Level 4
[[folder:Amphiptere]]
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

to:

!!Level 4
[[folder:Amphiptere]]
10
[[folder:Korir-Kokembe]]
->'''Level:''' 4
10
->'''Alignment:''' TrueNeutral
Neutral
->'''Size:''' LargeHuge

Many-limbed dragons that dwell in jungle rivers and live in symbiosis with swarms of vermin that nest in their gullets.



* ImpaledWithExtremePrejudice: If an amphiptere scores a critical hit with its tail attack against a creature smaller than itself, its spike-tipped tail impales the victim.
* OurWyvernsAreDifferent: Amphipteres are close relatives to wyverns, and have serpentine bodies and bat-like wings like their cousins. Unlike wyverns, however, amphipteres are only capable of limited flight and must use the long claws on the tips of their wings to propel their bodies along.

to:

* ImpaledWithExtremePrejudice: If an amphiptere scores a critical hit with its tail attack against a creature smaller than itself, its spike-tipped tail impales the victim.
* OurWyvernsAreDifferent: Amphipteres are close relatives to wyverns,
PestController: They can vomit forth swarms of stinging or biting vermin -- either spiders, wasps or army ants -- magically summon additional swarms, and repel vermin away from themselves.
* VertebrateWithExtraLimbs: They
have serpentine bodies and bat-like two wings like their cousins. Unlike wyverns, however, amphipteres are only capable of limited flight and must use the long claws on the tips of their wings to propel their bodies along.eight legs.



[[folder:Najra Lizard]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/najralizard.png]]
->'''Level:''' 4
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Tiny

to:

[[folder:Najra Lizard]]
[[folder:Peluda]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/najralizard.org/pmwiki/pub/images/peluda.png]]
->'''Level:''' 4
10
->'''Alignment:''' ChaoticNeutral
NeutralEvil
->'''Size:''' TinyLarge



* PoisonousPerson: The najra lizard's bite injects a venom that turns the victim extremely thirsty and prevents it from quenching its thirst. The wealthy may seek to dose a rival with diluted najra lizard venom, hoping their thirst will make them drink too much alcohol and create an embarrassing spectacle.

to:

* PoisonousPerson: The najra lizard's bite injects a venom that turns AchillesHeel: Their tails are farm more vulnerable than the victim extremely thirsty and prevents it from quenching its thirst. The wealthy may seek to dose a rival with diluted najra lizard venom, hoping rest of their thirst bodies, and relatively easy to sever. Should a peluda's tail be cut off, it will make lose its ability to use it as a weapon and will suffer from deadly blood loss.
* SpikeShooter: They can lunch volleys of their poisonous quills by violently shaking themselves.
* SpikesOfVillainy: They are evil and covered in spines, as well as being able to throw
them drink too much alcohol and create an embarrassing spectacle.as a ranged attack.



!!Level 5
[[folder:Gowrow]]
->'''Level:''' 5

to:

!!Level 5
[[folder:Gowrow]]
12
[[folder:Scitalis]]
->'''Level:''' 512



* AquaticMook: A gowrow's natural weapons and fighting style are adapted to its aquatic nature.

to:

* AquaticMook: A gowrow's natural weapons ArmlessBiped: Scitalises have no forelegs to tear apart a meal, and fighting style are adapted must wait for their kills to its aquatic nature.ripen for a day or so in their lairs before eating.



[[folder:Rope Dragon]]
->'''Level:''' 5

to:

[[folder:Rope Dragon]]
!!Level 13
[[folder:Cetus]]
[[quoteright:223:https://static.tvtropes.org/pmwiki/pub/images/cetus_0.png]]
->'''Level:''' 513



->'''Size:''' Small

to:

->'''Size:''' SmallColossal

Monstrous, shark-headed and serpentine sea dragons of immense size and terrifying power.



* ThatsNoMoon: Rope dragons often disguise as and hide among ordinary rope to steal sweet and expensive foods and escape undetected.

to:

* ThatsNoMoon: Rope dragons AntiMagic: Their bite dispels enchantments.
* AKindOfOne: A borderline example: "cetus" (or ''"ketos"'') is strictly speaking just the ancient Greek word meaning "whale", and even in the context of sea monsters was
often disguise pluralized. However, ''Pathfinder'''s beast is fairly explicitly based on the monster faced by Perseus, but reinterpreted as an entire species of similar creatures.
* LuckManipulationMechanic: Cetuses are bad luck in a very literal sense -- any non-marine creature around them is cursed with bad luck, represented on the tabletop by having to redo every roll
and hide among ordinary rope to steal sweet take the lower result.
* SeaMonster: They're archetypal sea monsters -- big, aggressive ocean-dwelling terrors that menace any shipping, ports
and expensive foods aquatic settlements unfortunate enough to be in their claimed territories, demanding offerings and escape undetected.ransom to stave off their attacks.
* TakenForGranite: In a reference to how the original Ketos of Greek myth died, cetuses are highly vulnerable to petrification.
* ThreateningShark: The head of a cetus is that of a shark.
* WeatherManipulation: Cetuses can naturally shape winds and weather to their liking, and readily employ this in combat to lash their opponents with gales and beating weather.



!!Level 6
[[folder:I'iko Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/iikodragon.png]]
->'''Level:''' 6
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small

to:

!!Level 6
[[folder:I'iko Dragon]]
15
[[folder:Kongamato]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/iikodragon.png]]
org/pmwiki/pub/images/pathfinder_kongamato.jpg]]
->'''Level:''' 6
15
->'''Alignment:''' ChaoticNeutral
TrueNeutral
->'''Size:''' SmallHuge



* EatDirtCheap: I'iko dragons consume glass, crystals and gemstones to harden and colour their scales.

to:

* EatDirtCheap: I'iko dragons consume glass, crystals and gemstones to harden and colour their scales.DinosaursAreDragons: Sort of. They're TerrorDactyl-like dragons.



[[folder:Myroga]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* CollectorOfTheStrange: The treasures in a myroga's hoard tend to be eccentric and strange, like powerful crystal balls, cursed suits of armour and intelligent talking weapons.
* LeyLine: Myrogas draw their occult abilities from ley lines--loci of intense magical energy often associated with psychic phenomena.
* MagicEater: A myroga roosts near a ley line and sups on its nearly inexhaustible ambient magic to grow stronger and expand its repertoire of brutal powers.

to:

[[folder:Myroga]]
[[folder:Gorynych]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gorynch.jpg]]
->'''Level:''' 6
15
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' Large
----
Huge

* CollectorOfTheStrange: The treasures in a myroga's hoard tend to be eccentric EvilVersusEvil: Gorynyches usually prey on young green and strange, like powerful crystal balls, cursed suits of armour and intelligent talking weapons.
* LeyLine: Myrogas draw
black dragons to steal their occult abilities from ley lines--loci hoards.
* AKindOfOne: Gorynych was the name
of intense magical energy often associated with psychic phenomena.
a single, specific dragon in Slavic myth -- the general term for dragons, meaning the species Gorynych was described as being a part of, was ''zmey''.
* MagicEater: A myroga roosts near a ley line and sups on its nearly inexhaustible ambient magic to grow stronger and expand its repertoire of brutal powers.MultipleHeadCase: Three heads each.



!!Level 8
[[folder:Bida]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bida.png]]
->'''Level:''' 8
->'''Alignment:''' LawfulEvil

to:

!!Level 8
[[folder:Bida]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bida.png]]
[[folder:Woundwyrm]]
->'''Level:''' 8
15
->'''Alignment:''' LawfulEvilChaoticEvil




A bida uses its impressive intellect and powerful magic to pose as a humanoid and infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town.

Their 2nd Edition stats can be found in ''Age of Ashes: Cult of Cinders'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=440 here]].



* MasterOfIllusion: Bidas employ illusion magic to disguise themselves as humans, and hide villages that they enslaved from the outside world.

to:

* MasterOfIllusion: Bidas employ illusion magic VacuumMouth: A woundwyrm can attempt to disguise themselves as humans, suck creatures and hide villages that they enslaved from the outside world.unattended objects in a 15-foot cone into a vortex in its maw.



!!Level 9
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dragonturtle.png]]
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

to:

!!Level 9
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dragonturtle.png]]
16
[[folder:Spine Dragon]]
->'''Level:''' 9
16
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:''' HugeGargantuan

A species of dragon particularly notorious in Numeria, spine dragons resemble true dragons but do not progress through age categories. Their abilities and defenses make them singularly adept at handling the alien threats and strange constructs of Numeria, and as a result, they've become one of its most successful predators.



* MakingASplash: The dragon turtle can create a massive growing tsunami.
* SeaMonster: Dragon turtles live in oceans and enjoy a fearsome reputation, though they delight in secretly observing seafaring cities grow and evolve and might even protect their wards from pirates, invaders or other sea monsters.
* ToServeMan: Dragon turtles are glad to supplement their diet with the flesh of sailors.
* TurtleIsland: Some dragon turtles can grow so large to resemble rocky islands from a distance. Legends persist of truly immense dragon turtles who spend centuries drifting on uncharted waters, with shells that serve as islands capable of supporting entire ecosystems and allegedly even people who know nothing of lands that remain in one place.

to:

* MakingASplash: The dragon turtle SpikeShooter: They can create a massive growing tsunami.
* SeaMonster: Dragon turtles live in oceans and enjoy a fearsome reputation, though they delight in secretly observing seafaring cities grow and evolve and might even protect
launch up to four of their wards from pirates, invaders or other sea monsters.
quills per round like projectile weapons.
* ToServeMan: Dragon turtles SuperScream: They can unleash powerful sonic shrieks that are glad to supplement their diet especially effective against constructs.
* TheSpiny: Their hides are bristling
with the flesh of sailors.
* TurtleIsland: Some dragon turtles can grow so large
razor-sharp spines ready to resemble rocky islands from a distance. Legends persist of truly immense dragon turtles who spend centuries drifting on uncharted waters, with shells that serve as islands capable of supporting entire ecosystems and allegedly even people who know nothing of lands that remain skewer anyone attacking them in one place.meelee.



[[folder:Pest Drake]]
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Diminutive

Minute drakes bred as a failed attempt at creating new familiars, pest drakes are largely harmless on their own but can form destructive, screeching flocks when allowed to breed in large numbers.

to:

[[folder:Pest Drake]]
!!Level 17
[[folder:Khala]]
->'''Level:''' 9
17
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Diminutive

Minute drakes bred as
Large
Serpentine, three-headed dragons with no limbs save for
a failed attempt at creating new familiars, pest drakes are largely harmless on their own but can form destructive, screeching flocks when allowed to breed in large numbers.pair of wings.



* AcidAttack: They breathe acidic gas and constantly secrete caustic slime, causing any creature that passes through a swarm of pest drakes coated in acid. Outside of combat, this proves to be a major problem for architects and urban planners -- pest drakes' acid quickly seeps into their perches, corroding and damaging any architecture or statuary they claim as theirs.
* {{Familiar}}: They were bred to serve as loyal familiars without the independence and intelligence of pseudodragons. This attempt failed -- pest drakes can't be taken as familiar -- but they're still extremely comfortable around humanoids, leading to their becoming an ubiquitous urban pest.
* FantasticVermin: In this case, the fantastic equivalent of fad pets who either fled into the wild or were deliberately released after they grew too big or the fad passed. They ended up forming immense colonies in many major cities that endure into the present day and are ubiquitous nuisances where they live, picking through trash for food and badgering people for scraps, but their real danger comes from their tendency to aggressively defend their roosts (which makes construction near them extremely difficult) and the way their acidic secretions eat through stone, paint and mortar to damage walls and ruin frescos and statues.
* ShoulderSizedDragon: They're about a foot from nose to tail-tip and never weigh more than two pounds or so.
* TheSwarm: They're highly social and communal nesters, and any disturbance to their roosting sites will quickly call down enraged flocks of wheeling, screeching drakes. Due to their being no more dangerous than a seagull on their own, they're statted to be always be fought in this manner.

to:

* AcidAttack: They breathe acidic gas and constantly secrete caustic slime, causing any creature AnIcePerson: Their BreathWeapon is a jet of shockingly cold liquid that passes through a swarm of pest drakes coated can encase its target in acid. Outside of combat, this proves to be a major problem for architects ice and urban planners -- pest drakes' acid quickly seeps into their perches, corroding and damaging any architecture or statuary they claim as theirs.
* {{Familiar}}: They were bred to serve as loyal familiars without the independence and intelligence of pseudodragons. This attempt failed -- pest drakes can't be taken as familiar -- but
they're still extremely comfortable around humanoids, leading immune to their becoming an ubiquitous urban pest.
cold, but vulnerable to fire.
* FantasticVermin: In this case, the fantastic equivalent of fad pets who either fled into the wild or were deliberately released after MultipleHeadCase: Khala have three heads.
* OneGenderRace: All khala are female, and it's unknown how
they grew too big or the fad passed. They ended up forming immense colonies in many major cities that endure into the present day and are ubiquitous nuisances where they live, picking through trash for food and badgering people for scraps, but their real danger comes from their tendency to aggressively defend their roosts (which makes construction near them extremely difficult) and the way their acidic secretions eat through stone, paint and mortar to damage walls and ruin frescos and statues.
* ShoulderSizedDragon: They're about a foot from nose to tail-tip and never weigh more than two pounds or so.
* TheSwarm: They're highly social and communal nesters, and any disturbance to their roosting sites will quickly call down enraged flocks of wheeling, screeching drakes. Due to their being no more dangerous than a seagull on their own, they're statted to be always be fought in this manner.
reproduce.



!!Level 10
[[folder:Korir-Kokembe]]
->'''Level:''' 10
->'''Alignment:''' Neutral

to:

!!Level 10
[[folder:Korir-Kokembe]]
[[folder:Prism Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prism_dragon.png]]
->'''Level:''' 10
17
->'''Alignment:''' NeutralChaoticNeutral



Many-limbed dragons that dwell in jungle rivers and live in symbiosis with swarms of vermin that nest in their gullets.

to:

Many-limbed Extraplanar, crystalline dragons that dwell in jungle rivers fond of manipulation and live in symbiosis with swarms of vermin that nest in their gullets.complicated plots.



* PestController: They can vomit forth swarms of stinging or biting vermin -- either spiders, wasps or army ants -- magically summon additional swarms, and repel vermin away from themselves.
* VertebrateWithExtraLimbs: They have two wings and eight legs.

to:

* PestController: BrightIsNotGood: They're brightly colored and, while not evil, still typically far from benevolent.
* TheChessmaster: They love manipulating the lives and societies of other species in complex plots, sometimes as part of contests of one-upmanship with each other and sometimes entirely out of personal whim. Two dragons might spend centuries engaged in a contest where one is trying to push two nations into war and the other is seeking to prevent this, all with the stipulation that they must never meet directly, or a dragon might dedicate itself to trying to get a society to abandon its current form of government for a completely different one through careful manipulation of rumors, politics and certain select individuals.
** These plots and schemes are not meant to pursue any real goals or agendas -- by and large, the prism dragons' manipulations are a very convoluted way of staving off the boredom of their long, long lives.
** An unusual twist is that they set up byzantine, intricate schemes with the full expectation that things will go off the rails on one or multiple occasions -- as they see it, this gives them the chance to test their adaptability and ability to manage rapidly changing situations.
* CrystallineCreature: They appear to be made entirely of masses of roughly cut, jagged crystals. All their melee attacks deal cutting damage as a result, representing the sharp edges of their component crystals cutting into their foes.
* DemonicPossession:
They can vomit forth swarms of stinging or biting vermin -- either spiders, wasps or army ants -- magically summon additional swarms, possess and repel vermin away from themselves.
* VertebrateWithExtraLimbs:
control other people; since they cannot shapeshift like most dragons can, they rely on speaking and acting through possessed pawns to interact with the societies they manipulate. They only take control of people who consent to be possessed, apparently out of a sense of fair play, but they also have two wings some very strange ideas of what constitutes as informed consent...
* HiddenInPlainSight: One trick they enjoy pulling is to pose as [[NobodyHereButUsStatues a piece of ordinary statuary]] while psychically nudging people into acting according to their plans.
* LightEmUp: Their BreathWeapon is a beam of burning, blinding light, which they can replace with a rainbow-like, diffracted beam acting as a ''prismatic spray'' spell. They also have a limited ability to control
and eight legs.direct ambient light through their prismatic, faceted bodies.
* NobodyHereButUsStatues: Something facilitated by their naturally rocky forms -- a prism dragon standing motionless on a plinth is easy to mistake for an elaborate but otherwise normal statue, and the dragons often use this as a means of staying HiddenInPlainSight.
* PsychicPowers: Prism dragons are natural psions, and are quite skilled at influencing and affecting other people's minds through psychic suggestions, manipulation of the sense or outright mind control.
* WhoWantsToLiveForever: In a variation, they have no issue with their immortality ''per se'' -- they do not see it as a curse and do not wish to die or become mortal -- but they do see eternity as terribly boring, and put a lot of time and effort into staving off the ennui of their eternal lives. This is the reason behind their manipulations of mortal civilizations: they view the complexities of mortal mindsets, the subtlety and care needed to direct societies, their endless proxy contests and convoluted bets with one another and the scrambling to keep control when something inevitably goes wrong with their plans as endless fun and an excellent source of chaos and novelty to stave off the boredom of eternity.



[[folder:Peluda]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peluda.png]]
->'''Level:''' 10
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

to:

[[folder:Peluda]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peluda.png]]
[[folder:Whimwyrm]]
->'''Level:''' 10
17
->'''Alignment:''' NeutralEvil
ChaoticNeutral
->'''Size:''' LargeMedium



* AchillesHeel: Their tails are farm more vulnerable than the rest of their bodies, and relatively easy to sever. Should a peluda's tail be cut off, it will lose its ability to use it as a weapon and will suffer from deadly blood loss.
* SpikeShooter: They can lunch volleys of their poisonous quills by violently shaking themselves.
* SpikesOfVillainy: They are evil and covered in spines, as well as being able to throw them as a ranged attack.

to:

* AchillesHeel: Their tails are farm more vulnerable than the rest of their bodies, and relatively easy to sever. Should a peluda's tail be cut off, it will lose its ability to use it as a FakeMemories: The whimwyrm's breath weapon and will suffer overwhelms creatures with a riot of false, unpleasant memories.
* MoodSwinger: The whimsically dangerous whimwyrms' moods shift quickly
from deadly blood loss.
* SpikeShooter: They can lunch volleys of their poisonous quills by violently shaking themselves.
* SpikesOfVillainy: They are evil and covered in spines, as well as being able
one extreme to throw them as a ranged attack.the other.



!!Level 12
[[folder:Scitalis]]
->'''Level:''' 12
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

to:

!!Level 12
[[folder:Scitalis]]
18
[[folder:Taniniver]]
->'''Level:''' 12
18
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' LargeHuge



* ArmlessBiped: Scitalises have no forelegs to tear apart a meal, and must wait for their kills to ripen for a day or so in their lairs before eating.

to:

* ArmlessBiped: Scitalises have no forelegs to tear apart a meal, BlessedWithSuck: Having all those disease and must wait for their kills to ripen for a day or so necromancy based powers probably isn't worth being sick and in their lairs before eating.agony all the time.
* BodyHorror: It's infected with all manner of horrible diseases and the one in the picture even has bits of its skin falling off.
* EnemySummoner: They can cast undead-creating spells at will.



!!Level 13
[[folder:Cetus]]
[[quoteright:223:https://static.tvtropes.org/pmwiki/pub/images/cetus_0.png]]
->'''Level:''' 13
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Colossal

Monstrous, shark-headed and serpentine sea dragons of immense size and terrifying power.

to:

!!Level 13
[[folder:Cetus]]
[[quoteright:223:https://static.tvtropes.org/pmwiki/pub/images/cetus_0.png]]
19
[[folder:Vishap]]
->'''Level:''' 13
19
->'''Alignment:''' ChaoticNeutral
TrueNeutral
->'''Size:''' Colossal

Monstrous, shark-headed and serpentine sea
Gargantuan

Four-winged, crocodile-headed
dragons of immense size and terrifying power.that watch over {{Ley Line}}s.



* AntiMagic: Their bite dispels enchantments.
* AKindOfOne: A borderline example: "cetus" (or ''"ketos"'') is strictly speaking just the ancient Greek word meaning "whale", and even in the context of sea monsters was often pluralized. However, ''Pathfinder'''s beast is fairly explicitly based on the monster faced by Perseus, but reinterpreted as an entire species of similar creatures.
* LuckManipulationMechanic: Cetuses are bad luck in a very literal sense -- any non-marine creature around them is cursed with bad luck, represented on the tabletop by having to redo every roll and take the lower result.
* SeaMonster: They're archetypal sea monsters -- big, aggressive ocean-dwelling terrors that menace any shipping, ports and aquatic settlements unfortunate enough to be in their claimed territories, demanding offerings and ransom to stave off their attacks.
* TakenForGranite: In a reference to how the original Ketos of Greek myth died, cetuses are highly vulnerable to petrification.
* ThreateningShark: The head of a cetus is that of a shark.
* WeatherManipulation: Cetuses can naturally shape winds and weather to their liking, and readily employ this in combat to lash their opponents with gales and beating weather.

to:

* AntiMagic: Their bite dispels enchantments.
* AKindOfOne:
LeyLine: A borderline example: "cetus" (or ''"ketos"'') is strictly speaking just the ancient Greek word meaning "whale", and even in the context of sea monsters was often pluralized. However, ''Pathfinder'''s beast is fairly explicitly based on the monster faced by Perseus, but reinterpreted as an vishap's entire species of similar creatures.
* LuckManipulationMechanic: Cetuses are bad luck in a very literal sense -- any non-marine creature
life revolves around them is cursed watching over and protecting ley line networks.
* MixAndMatchCritters: Vishaps are dragons
with bad luck, represented on the tabletop by having to redo every roll fish tails and take the lower result.
crocodile heads.
* SeaMonster: They're archetypal sea monsters -- big, aggressive ocean-dwelling terrors that menace any shipping, ports PoisonousPerson: Vishaps have venomous bites, and aquatic settlements unfortunate enough to be in their claimed territories, demanding offerings and ransom to stave off their attacks.
* TakenForGranite: In a reference to how the original Ketos of Greek myth died, cetuses are
blood is highly vulnerable to petrification.
* ThreateningShark: The head
toxic as well -- anyone making a physical attack attack a vishap runs the risk of a cetus is that of a shark.
being poisoned by the dragon's blood.
* WeatherManipulation: Cetuses PsychicPowers: Vishaps are natural psions, and can naturally shape winds cast an impressive variety of psychic spells.
* VertebrateWithExtraLimbs: More so than other dragons. They have four legs
and weather to their liking, and readily employ this in combat to lash their opponents with gales and beating weather.four wings, for a total of eight articulate limbs.



!!Level 15
[[folder:Kongamato]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kongamato.jpg]]
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

to:

!!Level 15
[[folder:Kongamato]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kongamato.jpg]]
21
[[folder:Sirrush]]
->'''Level:''' 15
21
->'''Alignment:''' TrueNeutral
NeutralGood
->'''Size:''' HugeGargantuan



* DinosaursAreDragons: Sort of. They're TerrorDactyl-like dragons.

to:

* DinosaursAreDragons: Sort of. They're TerrorDactyl-like dragons.DeathActivatedSuperpower: When a sirrush dies, nonevil creatures within 100 feet (except other sirrushes) receive the benefits of a ''breath of life'' spell.
* ThePowerOfTheSun: A sirrush's breath weapon is a cone of searing sunlight.



[[folder:Gorynych]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gorynch.jpg]]
->'''Level:''' 15

to:

[[folder:Gorynych]]
[[quoteright:300:https://static.
!!Level 23
[[folder:Jabberwock]]
[[quoteright:310:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_gorynch.jpg]]
org/pmwiki/pub/images/pathfinder_jabberwock.png]]
->'''Level:''' 1520 (lesser jabberwock), 23 (jabberwock)



* EvilVersusEvil: Gorynyches usually prey on young green and black dragons to steal their hoards.
* AKindOfOne: Gorynych was the name of a single, specific dragon in Slavic myth -- the general term for dragons, meaning the species Gorynych was described as being a part of, was ''zmey''.
* MultipleHeadCase: Three heads each.
[[/folder]]

[[folder:Woundwyrm]]
->'''Level:''' 15
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

to:

* EvilVersusEvil: Gorynyches usually prey on young green Some of the mightiest of the Tane, legendary monsters created as living weapons by the Eldest of the First World, jabberwocks are beasts of legend who come to the Universe to spread death and black dragons to steal their hoards.
* AKindOfOne: Gorynych was the name of a single, specific dragon in Slavic myth -- the general term for dragons, meaning the species Gorynych was described as being a part of, was ''zmey''.
* MultipleHeadCase: Three heads each.
[[/folder]]

[[folder:Woundwyrm]]
->'''Level:''' 15
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
destruction.



* VacuumMouth: A woundwyrm can attempt to suck creatures and unattended objects in a 15-foot cone into a vortex in its maw.

to:

* VacuumMouth: AquaticMook: Slithy jabberwocks swim instead of flying, and are created to wreak destruction beneath the waves.
* BlackSpeech:
A woundwyrm jabberwock can attempt to suck burble a blast of nonsense sounds which can confuse nearby creatures or create a sonic blast.
* BornAsAnAdult: Jabberwocks, like the other Tane, do not reproduce naturally; each is created by the Eldest as a fully formed adult.
* ColdFlames: Mimsy jabberwocks have eyes that burn with blue flames that deal cold damage.
* EyeBeams: All jabberwocks have the ability to project some kind of eye beams -- named, as per the original poem, Eyes of Flame. These are typically fiery beams, but may deal other types of elemental magic in variant specimens.
* FantasticRacism: Jabberwocks hate Universe dragons for unknown reasons,
and unattended objects in a 15-foot cone into jabberwock that learns of a vortex in dragon's presence will obsess over killing it at the exclusion of all other priorities.
* AnIcePerson: Mimsy jabberwocks, native to cold locales, resist cold and project ColdFlames from their eyes, instead of the regular kind.
* AKindOfOne: Carroll's creature was, by what information the poem provides, a singular monster, and most adaptations of his works follow suit. ''Pathfinder'' treats
its maw.jabberwocks as an entire species of such monsters.
* MultipleHeadCase: Frumious jabberwocks have two heads, allowing to make an additional bite attack each turn.
* PublicDomainCharacter: They are lifted directly from the poem "Literature/{{Jabberwocky}}".
* UndergroundMonkey:
** 1st edition describes lesser jabberwocks, weaker variants of the mightier original strain, and notes that jabberwocks who manifest in extreme environments often come to reflect their environs in some manner -- a jabberwock native to a frozen world might have icy EyeBeams and an immunity to cold, for instance, while one from a storm-lashed world might have electric beams and be immune to electricity itself.
** 2nd edition describes three jabberwock variants -- two-headed frumious jabberwocks, mimsy jabberwocks that wield ice instead of flame, and aquatic slithy jabberwocks.
* WeaponOfXSlaying: Jabberwocks are strangely vulnerable against vorpal weapons.
* WindFromBeneathMyWings: Jabberwocks can create powerful buffeting winds by beating their wings.



!!Level 16
[[folder:Spine Dragon]]
->'''Level:''' 16
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan

A species of dragon particularly notorious in Numeria, spine dragons resemble true dragons but do not progress through age categories. Their abilities and defenses make them singularly adept at handling the alien threats and strange constructs of Numeria, and as a result, they've become one of its most successful predators.

to:

!!Level 16
[[folder:Spine Dragon]]
24
[[folder:Elder Wyrm]]
->'''Level:''' 16
24
->'''Alignment:''' ChaoticNeutral
TrueNeutral
->'''Size:''' Gargantuan

A species of dragon particularly notorious in Numeria, spine dragons resemble true dragons but do not progress through age categories. Their abilities and defenses make them singularly adept at handling the alien threats and strange constructs of Numeria, and as a result, they've become one of its most successful predators.
Colossal



* SpikeShooter: They can launch up to four of their quills per round like projectile weapons.
* SuperScream: They can unleash powerful sonic shrieks that are especially effective against constructs.
* TheSpiny: Their hides are bristling with razor-sharp spines ready to skewer anyone attacking them in meelee.

to:

* SpikeShooter: They can launch up {{Combos}}: If an elder wyrm uses both breath weapons simultaneously, the electrical charge causes the poison gas to four explode in a deflagration.
* HunterOfMonsters: An elder wyrm's bite and rend attacks deal additional damage to creatures with mythic tiers or the mythic subtype.
* JudgeJuryAndExecutioner: Elder wyrms have a flexible but insistent sense
of justice instilled in them by their quills per round like projectile weapons.
divine mandate, and often act as the judge, jury and executioner of mighty foes.
* SuperScream: They MultipleHeadCase: An elder wyrm has two heads which work in perfect concert when making attacks, snaking apart to strike targets from opposite directions. Each head can unleash powerful sonic shrieks that are especially effective against constructs.
* TheSpiny: Their hides are bristling
think independently and seamlessly share control of the body, although they sometimes bicker with razor-sharp spines ready each other if they don't see eye to skewer anyone attacking them in meelee.eye on something.
* PoisonousPerson: One of an elder wyrm's breath weapons is a cone of caustic gas.
* ShockAndAwe: One of an elder wyrm's breath weapons is a lightning bolt.
* TalkingToThemself: Often an elder wyrm's two heads' personalities diverge, leading to good-natured bickering and debate between the two.
* VertebrateWithExtraLimbs: An elder wyrm has six legs and two wings.



!!Level 17
[[folder:Khala]]
->'''Level:''' 17
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Serpentine, three-headed dragons with no limbs save for a pair of wings.

to:

!!Level 17
[[folder:Khala]]
[[folder:Guardian Dragon]]
->'''Level:''' 17
24
->'''Mythic Rating:''' 9
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Large
Serpentine, three-headed dragons with no limbs save for a pair of wings.
Gargantuan



* AnIcePerson: Their BreathWeapon is a jet of shockingly cold liquid that can encase its target in ice and they're immune to cold, but vulnerable to fire.
* MultipleHeadCase: Khala have three heads.
* OneGenderRace: All khala are female, and it's unknown how they reproduce.

to:

* AnIcePerson: Their BreathWeapon is a jet of shockingly cold liquid that TheMaze: A guardian dragon can encase create a labyrinthine extradimensional lair for itself and whatever it is guarding, and usually proceeds to fill this demiplane with a maze of corridors (most of which are large enough for it to move through) to confuse and delay would-be thieves.
* TrackingSpell: A guardian dragon's magic allows it to find any creature at any distance, and it is relentless in pursuit of
its target in ice and they're immune to cold, but vulnerable to fire.
* MultipleHeadCase: Khala have three heads.
* OneGenderRace: All khala are female, and it's unknown how they reproduce.
lost items.



[[folder:Prism Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prism_dragon.png]]
->'''Level:''' 17
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Huge

Extraplanar, crystalline dragons fond of manipulation and complicated plots.

to:

[[folder:Prism Dragon]]
[[folder:Shen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prism_dragon.png]]
org/pmwiki/pub/images/pathfinder_shen.jpg]]
->'''Level:''' 17
24
->'''Mythic Rating:''' 9
->'''Alignment:''' ChaoticNeutral
TrueNeutral
->'''Size:''' Huge

Extraplanar, crystalline dragons fond of manipulation
Gargantuan

Powerful
and complicated plots.mysterious relatives of the imperial dragons, shen are benevolent but proud, and can swiftly turn against those they previously help if the believe themselves to have been insulted.



* BrightIsNotGood: They're brightly colored and, while not evil, still typically far from benevolent.
* TheChessmaster: They love manipulating the lives and societies of other species in complex plots, sometimes as part of contests of one-upmanship with each other and sometimes entirely out of personal whim. Two dragons might spend centuries engaged in a contest where one is trying to push two nations into war and the other is seeking to prevent this, all with the stipulation that they must never meet directly, or a dragon might dedicate itself to trying to get a society to abandon its current form of government for a completely different one through careful manipulation of rumors, politics and certain select individuals.
** These plots and schemes are not meant to pursue any real goals or agendas -- by and large, the prism dragons' manipulations are a very convoluted way of staving off the boredom of their long, long lives.
** An unusual twist is that they set up byzantine, intricate schemes with the full expectation that things will go off the rails on one or multiple occasions -- as they see it, this gives them the chance to test their adaptability and ability to manage rapidly changing situations.
* CrystallineCreature: They appear to be made entirely of masses of roughly cut, jagged crystals. All their melee attacks deal cutting damage as a result, representing the sharp edges of their component crystals cutting into their foes.
* DemonicPossession: They can possess and control other people; since they cannot shapeshift like most dragons can, they rely on speaking and acting through possessed pawns to interact with the societies they manipulate. They only take control of people who consent to be possessed, apparently out of a sense of fair play, but they also have some very strange ideas of what constitutes as informed consent...
* HiddenInPlainSight: One trick they enjoy pulling is to pose as [[NobodyHereButUsStatues a piece of ordinary statuary]] while psychically nudging people into acting according to their plans.
* LightEmUp: Their BreathWeapon is a beam of burning, blinding light, which they can replace with a rainbow-like, diffracted beam acting as a ''prismatic spray'' spell. They also have a limited ability to control and direct ambient light through their prismatic, faceted bodies.
* NobodyHereButUsStatues: Something facilitated by their naturally rocky forms -- a prism dragon standing motionless on a plinth is easy to mistake for an elaborate but otherwise normal statue, and the dragons often use this as a means of staying HiddenInPlainSight.
* PsychicPowers: Prism dragons are natural psions, and are quite skilled at influencing and affecting other people's minds through psychic suggestions, manipulation of the sense or outright mind control.
* WhoWantsToLiveForever: In a variation, they have no issue with their immortality ''per se'' -- they do not see it as a curse and do not wish to die or become mortal -- but they do see eternity as terribly boring, and put a lot of time and effort into staving off the ennui of their eternal lives. This is the reason behind their manipulations of mortal civilizations: they view the complexities of mortal mindsets, the subtlety and care needed to direct societies, their endless proxy contests and convoluted bets with one another and the scrambling to keep control when something inevitably goes wrong with their plans as endless fun and an excellent source of chaos and novelty to stave off the boredom of eternity.

to:

* BrightIsNotGood: They're brightly colored and, while not evil, still typically far from benevolent.
* TheChessmaster: They love manipulating the lives and societies of other species in complex plots, sometimes as part of contests of one-upmanship with each other and sometimes entirely out of personal whim. Two dragons might spend centuries engaged in a contest where one is trying to push two nations
HealThyself: Shen can turn themselves into war and the other is seeking to prevent this, all with the stipulation that they must never meet directly, or a dragon might dedicate itself to trying to get a society to abandon its current form of government for a completely different one through careful manipulation of rumors, politics and certain select individuals.
** These plots and schemes are not meant to pursue any real goals or agendas -- by and large, the prism dragons' manipulations are a very convoluted way of staving off the boredom of their long, long lives.
** An unusual twist is that they set up byzantine, intricate schemes with the full expectation that things will go off the rails on one or multiple occasions -- as they see it, this gives them the chance to test their adaptability and ability to manage rapidly changing situations.
* CrystallineCreature: They appear to be made entirely of masses of roughly cut, jagged crystals. All their melee attacks deal cutting damage as a result, representing the sharp edges of their component crystals cutting into their foes.
* DemonicPossession: They can possess and control other people; since they cannot shapeshift like most dragons can, they rely on speaking and acting through possessed pawns to interact with the societies they manipulate. They only take control of people who consent to be possessed, apparently out of a sense of fair play, but they also have some very strange ideas of what constitutes as informed consent...
* HiddenInPlainSight: One trick they enjoy pulling is to pose as [[NobodyHereButUsStatues a piece of ordinary statuary]] while psychically nudging people into acting according to their plans.
* LightEmUp: Their BreathWeapon is a beam of burning, blinding light, which they can replace with a rainbow-like, diffracted beam acting as a ''prismatic spray'' spell. They also have a limited ability to control and direct ambient light through their prismatic, faceted bodies.
* NobodyHereButUsStatues: Something facilitated by their naturally rocky forms -- a prism dragon standing motionless on a plinth is easy to mistake for an elaborate but otherwise normal statue, and the dragons often use this as a means of staying HiddenInPlainSight.
* PsychicPowers: Prism dragons are natural psions, and are quite skilled at influencing and affecting other people's minds through psychic suggestions, manipulation of the sense or outright mind control.
* WhoWantsToLiveForever: In a variation, they have no issue with their immortality ''per se'' -- they do not see it as a curse and do not wish to die or become mortal -- but they do see eternity as terribly boring, and put a lot of time and effort into staving off the ennui of their eternal lives. This is the reason behind their manipulations of mortal civilizations: they view the complexities of mortal mindsets, the subtlety and care needed to direct societies, their endless proxy contests and convoluted bets
pearls with one another and the scrambling use of mythic power, at which point they steadily regain hp until they return to keep full health.
* VoluntaryShapeshifting: The can turn into clams, pheasants, swallows, giant pearls or clouds of gas at will.
* WeatherManipulation: Shen can
control when something inevitably goes wrong with their plans as endless fun rain and an excellent source of chaos wind, and novelty are known to stave off bring rains during droughts out of pity for the boredom of eternity.afflicted.




[[folder:Whimwyrm]]
->'''Level:''' 17
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium
----
* FakeMemories: The whimwyrm's breath weapon overwhelms creatures with a riot of false, unpleasant memories.
* MoodSwinger: The whimsically dangerous whimwyrms' moods shift quickly from one extreme to the other.
[[/folder]]

!!Level 18
[[folder:Taniniver]]
->'''Level:''' 18
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
----
* BlessedWithSuck: Having all those disease and necromancy based powers probably isn't worth being sick and in agony all the time.
* BodyHorror: It's infected with all manner of horrible diseases and the one in the picture even has bits of its skin falling off.
* EnemySummoner: They can cast undead-creating spells at will.
[[/folder]]

!!Level 19
[[folder:Vishap]]
->'''Level:''' 19
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Four-winged, crocodile-headed dragons that watch over {{Ley Line}}s.
----
* LeyLine: A vishap's entire life revolves around watching over and protecting ley line networks.
* MixAndMatchCritters: Vishaps are dragons with fish tails and crocodile heads.
* PoisonousPerson: Vishaps have venomous bites, and their blood is highly toxic as well -- anyone making a physical attack attack a vishap runs the risk of being poisoned by the dragon's blood.
* PsychicPowers: Vishaps are natural psions, and can cast an impressive variety of psychic spells.
* VertebrateWithExtraLimbs: More so than other dragons. They have four legs and four wings, for a total of eight articulate limbs.
[[/folder]]

!!Level 21
[[folder:Sirrush]]
->'''Level:''' 21
->'''Alignment:''' NeutralGood
->'''Size:''' Gargantuan
----
* DeathActivatedSuperpower: When a sirrush dies, nonevil creatures within 100 feet (except other sirrushes) receive the benefits of a ''breath of life'' spell.
* ThePowerOfTheSun: A sirrush's breath weapon is a cone of searing sunlight.
[[/folder]]

!!Level 23
[[folder:Jabberwock]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jabberwock.png]]
->'''Level:''' 20 (lesser jabberwock), 23 (jabberwock)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Some of the mightiest of the Tane, legendary monsters created as living weapons by the Eldest of the First World, jabberwocks are beasts of legend who come to the Universe to spread death and destruction.
----
* AquaticMook: Slithy jabberwocks swim instead of flying, and are created to wreak destruction beneath the waves.
* BlackSpeech: A jabberwock can burble a blast of nonsense sounds which can confuse nearby creatures or create a sonic blast.
* BornAsAnAdult: Jabberwocks, like the other Tane, do not reproduce naturally; each is created by the Eldest as a fully formed adult.
* ColdFlames: Mimsy jabberwocks have eyes that burn with blue flames that deal cold damage.
* EyeBeams: All jabberwocks have the ability to project some kind of eye beams -- named, as per the original poem, Eyes of Flame. These are typically fiery beams, but may deal other types of elemental magic in variant specimens.
* FantasticRacism: Jabberwocks hate Universe dragons for unknown reasons, and a jabberwock that learns of a dragon's presence will obsess over killing it at the exclusion of all other priorities.
* AnIcePerson: Mimsy jabberwocks, native to cold locales, resist cold and project ColdFlames from their eyes, instead of the regular kind.
* AKindOfOne: Carroll's creature was, by what information the poem provides, a singular monster, and most adaptations of his works follow suit. ''Pathfinder'' treats its jabberwocks as an entire species of such monsters.
* MultipleHeadCase: Frumious jabberwocks have two heads, allowing to make an additional bite attack each turn.
* PublicDomainCharacter: They are lifted directly from the poem "Literature/{{Jabberwocky}}".
* UndergroundMonkey:
** 1st edition describes lesser jabberwocks, weaker variants of the mightier original strain, and notes that jabberwocks who manifest in extreme environments often come to reflect their environs in some manner -- a jabberwock native to a frozen world might have icy EyeBeams and an immunity to cold, for instance, while one from a storm-lashed world might have electric beams and be immune to electricity itself.
** 2nd edition describes three jabberwock variants -- two-headed frumious jabberwocks, mimsy jabberwocks that wield ice instead of flame, and aquatic slithy jabberwocks.
* WeaponOfXSlaying: Jabberwocks are strangely vulnerable against vorpal weapons.
* WindFromBeneathMyWings: Jabberwocks can create powerful buffeting winds by beating their wings.
[[/folder]]

!!Level 24
[[folder:Elder Wyrm]]
->'''Level:''' 24
->'''Alignment:''' TrueNeutral
->'''Size:''' Colossal
----
* {{Combos}}: If an elder wyrm uses both breath weapons simultaneously, the electrical charge causes the poison gas to explode in a deflagration.
* HunterOfMonsters: An elder wyrm's bite and rend attacks deal additional damage to creatures with mythic tiers or the mythic subtype.
* JudgeJuryAndExecutioner: Elder wyrms have a flexible but insistent sense of justice instilled in them by their divine mandate, and often act as the judge, jury and executioner of mighty foes.
* MultipleHeadCase: An elder wyrm has two heads which work in perfect concert when making attacks, snaking apart to strike targets from opposite directions. Each head can think independently and seamlessly share control of the body, although they sometimes bicker with each other if they don't see eye to eye on something.
* PoisonousPerson: One of an elder wyrm's breath weapons is a cone of caustic gas.
* ShockAndAwe: One of an elder wyrm's breath weapons is a lightning bolt.
* TalkingToThemself: Often an elder wyrm's two heads' personalities diverge, leading to good-natured bickering and debate between the two.
* VertebrateWithExtraLimbs: An elder wyrm has six legs and two wings.
[[/folder]]

[[folder:Guardian Dragon]]
->'''Level:''' 24
->'''Mythic Rating:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan
----
* TheMaze: A guardian dragon can create a labyrinthine extradimensional lair for itself and whatever it is guarding, and usually proceeds to fill this demiplane with a maze of corridors (most of which are large enough for it to move through) to confuse and delay would-be thieves.
* TrackingSpell: A guardian dragon's magic allows it to find any creature at any distance, and it is relentless in pursuit of its lost items.
[[/folder]]

[[folder:Shen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shen.jpg]]
->'''Level:''' 24
->'''Mythic Rating:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Powerful and mysterious relatives of the imperial dragons, shen are benevolent but proud, and can swiftly turn against those they previously help if the believe themselves to have been insulted.
----
* HealThyself: Shen can turn themselves into pearls with one use of mythic power, at which point they steadily regain hp until they return to full health.
* VoluntaryShapeshifting: The can turn into clams, pheasants, swallows, giant pearls or clouds of gas at will.
* WeatherManipulation: Shen can control rain and wind, and are known to bring rains during droughts out of pity for the afflicted.
[[/folder]]

Added: 578

Changed: 105

Is there an issue? Send a MessageReason:
None


* SeaMonster: Dragon turtles live in oceans and rank among the most dangerous threats to sailors.

to:

* MakingASplash: The dragon turtle can create a massive growing tsunami.
* SeaMonster: Dragon turtles live in oceans and rank among the most dangerous threats to sailors.enjoy a fearsome reputation, though they delight in secretly observing seafaring cities grow and evolve and might even protect their wards from pirates, invaders or other sea monsters.


Added DiffLines:

* TurtleIsland: Some dragon turtles can grow so large to resemble rocky islands from a distance. Legends persist of truly immense dragon turtles who spend centuries drifting on uncharted waters, with shells that serve as islands capable of supporting entire ecosystems and allegedly even people who know nothing of lands that remain in one place.

Added: 41351

Changed: 119182

Removed: 39613

Is there an issue? Send a MessageReason:
None


* StrongerWithAge: Many of a true dragon's abilities, attacks and other statistics improve as it grows older.

to:

* StrongerWithAge: Many of a true dragon's abilities, attacks Some dragons (called magical or traditional dragons), who draw greater power from magic than others, become more powerful as they age and other statistics improve as it grows older. strengthen their connections with their magical origins.



!True Dragon Septs

[[folder:Chromatic Dragon]]

What the hell kind of Fantasy RPG doesn't have evil dragons for you to slay? The really lame kind, that's what. These dark, treasure hoarding beasts are everything that Humanoids fear Dragons are: terribly powerful, [[AttackOfTheFiftyFootWhatever massive]], [[AlwaysChaoticEvil cruel]], [[TimeAbyss long-lived]] and [[GeniusBruiser intelligent]].

to:

!True !Magical Dragon Septs

[[folder:Chromatic Dragon]]

What the hell kind of Fantasy RPG doesn't have evil dragons for you to slay? The really lame kind, that's what. These dark, treasure hoarding beasts are everything that Humanoids fear Dragons are: terribly powerful, [[AttackOfTheFiftyFootWhatever massive]], [[AlwaysChaoticEvil cruel]], [[TimeAbyss long-lived]] and [[GeniusBruiser intelligent]].
Groupings (Remaster)
[[folder:Arcane Dragon]]



* ChromaticArrangement: Reds, blues, and greens are referred to as the greater chromatics, feared and respected more than the relatively simplistic blacks and whites.
* HeelFaceTurn: Rarely, a chromatic dragon will forsake its evil ways in an event dragons refer to as a "redeeming".
* LawOfChromaticSuperiority: Red, unsurprisingly, is the distinctive color of the strongest variety of chromatics, and white of the weakest.
* MascotVillain: A red dragon decorates the cover of the original Core Rulebook, with a white dragon taking its place for Second Edition.

!!Black Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_black_dragon.png]]
[[caption-width-right:350:"Hatred drives them like a barbed whip, pushing them ever forward to wallow in the toils of sadism and evil."]]
->'''Level:''' 3-19
->'''Alignment:''' ChaoticEvil
->'''Size:''' Tiny to Gargantuan

Vicious sociopaths, black dragons hate with a fury few other dragons bother to muster. With short tempers and cunning minds, they combine the worst parts of dragonkind into a creature that enjoys scarring bodies as much as they do shattering minds.

to:

* ChromaticArrangement: Reds, blues, and greens are referred to as the MageSpecies: Arcane dragons have greater chromatics, feared control over magic and respected more than the relatively simplistic blacks and whites.
* HeelFaceTurn: Rarely,
their innate abilities. Many have mastery over a chromatic dragon will forsake its evil ways in an event dragons refer to as a "redeeming".
* LawOfChromaticSuperiority: Red, unsurprisingly, is the distinctive color
certain subset of the strongest variety of chromatics, and white of the weakest.
* MascotVillain: A red dragon decorates the cover of the original Core Rulebook, with a white dragon taking its place for Second Edition.

!!Black Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_black_dragon.png]]
[[caption-width-right:350:"Hatred drives them like a barbed whip, pushing them ever forward to wallow in the toils of sadism and evil."]]
->'''Level:''' 3-19
->'''Alignment:''' ChaoticEvil
->'''Size:''' Tiny to Gargantuan

Vicious sociopaths, black dragons hate with a fury few other dragons bother to muster. With short tempers and cunning minds, they combine the worst parts of dragonkind
magic; others can tap into a creature that enjoys scarring bodies as much as they do shattering minds.or manipulate raw magical energies, regardless of their origins.

!!Fortune Dragon



* AcidAttack: Their BreathWeapon is a gout of acid and older black dragons deal additional acid damage with their bite.
* AcidPool: Older specimens can create one using their breath.
* TheBeastmaster: Great wyrms can use Charm Reptiles to control all reptilian creatures in their domain, from lizards to crocodiles.
* DarkIsEvil: The cruelest of the chromatics with pitch black scales and the ability to create magical darkness.
* FisherKing: Between their habit of overhunting, their willingness to liberally douse anything around them with acid, and the fact that they stagnate water with a touch, a black dragon's swamp tends to be a terrible place to visit.
* GreenThumb: Once they're old, they get ''plant growth'' as a spell-like ability.
* HornsOfVillainy: Like most dragons they have horns, but some of them take it a step further than most by breaking their own horns and cause them to heal incorrectly into jagged angles and jutting shards, solely for the sake of looking more intimidating.
* ItAmusedMe: When a black dragons slaughters a village, tortures someone for days, or eats a baby, this is almost always their motivation.
* MyDeathIsOnlyTheBeginning: The sadism of a black dragon does not end with their death and most who manage to slay one find themselves beset by all manner of contingency plans.
* NoSell: Immune to acid in addition to typical draconic immunities.
* PestController: At ancient age, they get ''insect plague'' as a spell like ability.
* PoisonousPerson: Once they become adults, they gain the ability to stagnate water with a touch.
* {{Sadist}}: Black dragons tend to be highly sadistic, and take immense pleasure from capturing humanoid prisoners, imprisoning them in their lairs and subjecting them to whichever torments they can devise; they are particularly fond of inflicting disfiguring scars and injuries on their victims, especially those who are particularly beautiful.
* ScarsAreForever: The scars their acid leaves are permeant, defying most healing magic.
* SelfHarm: That practice of breaking their own horns mentioned above? Explicitly mentioned to hurt a ''lot''.
* SpeaksFluentAnimal: All black dragons older than young can speak with reptiles.
* SuperNotDrowningSkills: All black dragons can breathe water.
* SwampsAreEvil: These vicious, aggressive and foul-tempered dragons prefer to make their home is swamps. A joke among dracologists is that they live in swamps because no other terrain would take them, though woe be the one who repeats that joke to a black dragon.
* TortureTechnician: Of all the chromatic dragons, black dragons [[{{Sadist}} tend to be the most fond of]] ColdBloodedTorture. Various uses of their acidic breath and saliva are a recurring theme, but water torture of different sorts is also a favorite.
* ToServeMan: They prefer meals that can beg for mercy, because of course they do given the rest of their tropes.

!!Blue Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blue_dragon.png]]
[[caption-width-right:350:"You will most likely never meet the blue dragon manipulating your lives."]]
->'''Level:''' 5-21
->'''Alignment:''' LawfulEvil
->'''Size:''' Small to Colossal

The masterminds of the chromatic dragons, controlling networks of spies, operatives, and sometimes entire countries from behind the scenes. They're driven by a need for control, both over others through their manipulations and themselves through strict personal discipline.

to:

* AcidAttack: Their BreathWeapon is a gout of acid and older black EnergyAbsorption: A fortune dragon can feed upon spells that affect them to recharge its own magic. More powerful fortune dragons deal additional acid damage with their bite.
* AcidPool: Older specimens can create one using their breath.
* TheBeastmaster: Great wyrms can use Charm Reptiles to control all reptilian creatures in their domain, from lizards to crocodiles.
* DarkIsEvil: The cruelest
have an aura of the chromatics with pitch black scales and the ability to create magical darkness.
disruption which automatically performs this process.
* FisherKing: Between their habit of overhunting, their willingness to liberally douse anything around them with acid, and the fact that they stagnate water with a touch, a black dragon's swamp tends to be a terrible place to visit.
* GreenThumb: Once they're old, they get ''plant growth'' as a spell-like ability.
* HornsOfVillainy: Like most dragons they have horns, but some of them take it a step further than most by breaking their own horns and cause them
HealingFactor: A fortune dragon constantly draws in magical energy from its surroundings to heal incorrectly into jagged angles and jutting shards, solely for the sake of looking more intimidating.
its wounds.
* ItAmusedMe: When MoneyMauling: As a black dragons slaughters a village, tortures someone for days, or eats a baby, this is almost always their motivation.
* MyDeathIsOnlyTheBeginning: The sadism of a black
fortune dragon does not end with their death draws upon magic, coins and most who manage gems cling to slay one find themselves beset by all manner of contingency plans.
* NoSell: Immune to acid in addition to typical draconic immunities.
* PestController: At ancient age, they get ''insect plague'' as a spell
its body like ability.
* PoisonousPerson: Once they become adults, they gain
iron drawn to magnets. When the ability to stagnate water with a touch.
* {{Sadist}}: Black dragons tend to be highly sadistic, and take immense pleasure from capturing humanoid prisoners, imprisoning them in their lairs and subjecting them to whichever torments they can devise; they are particularly fond of inflicting disfiguring scars and injuries on their victims, especially those who are particularly beautiful.
* ScarsAreForever: The scars their acid leaves are permeant, defying most healing magic.
* SelfHarm: That practice of breaking their own horns mentioned above? Explicitly mentioned to hurt a ''lot''.
* SpeaksFluentAnimal: All black dragons older than young can speak with reptiles.
* SuperNotDrowningSkills: All black dragons can breathe water.
* SwampsAreEvil: These vicious, aggressive and foul-tempered dragons prefer to make their home is swamps. A joke among dracologists is that they live in swamps because no other terrain would take them, though woe be the one who repeats that joke to a black dragon.
* TortureTechnician: Of all the chromatic dragons, black dragons [[{{Sadist}} tend to be the most fond of]] ColdBloodedTorture. Various uses of their acidic breath and saliva are a recurring theme, but water torture of different sorts is also a favorite.
* ToServeMan: They prefer meals that can beg for mercy, because of course they do given the rest of their tropes.

!!Blue Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blue_dragon.png]]
[[caption-width-right:350:"You will most likely never meet the blue
dragon manipulating your lives."]]
->'''Level:''' 5-21
->'''Alignment:''' LawfulEvil
->'''Size:''' Small to Colossal

The masterminds of the chromatic dragons, controlling networks of spies, operatives, and sometimes entire countries from behind the scenes. They're driven by a need for control, both over others through their manipulations and themselves through strict personal discipline.
shakes its body aggressively, these riches are sent flying in every direction.

!!Mirage Dragon



* AdaptationalAttractiveness: They are quite a bit more aesthetically pleasing than the TabletopGame/DungeonsAndDragons version. due to their [[VisualPun electric blue]] and gold coloring, and their more sleek an elegant shape.
* AffablyEvil: They certainly are the most talkative of the Chromatics, even if only for the sake of giving a HannibalLecture.
* DeadlyDustStorm: Great wyrms can create sandstorms at will, great to cover up an escape or an attack.
* EatDirtCheap: Blues can obtain a small amount of nutrition from minerals in rocks, and when particularly starved they will swim through areas of nutrient-rich sand and allow grains to filters through their teeth.
* HalfHumanHybrid: Blue dragons are responsible for more half-dragons and dragon-blooded beings than all other true dragons combined, although they often do this by magically altering other creatures rather than traditional mating.
* ManBehindTheMan: Their modus operandi. They're perfectly content ruling for centuries without their names ever being known, allowing them to pull all sorts of strings without being hindered by their ego.
* MasterOfIllusion: Fitting given their love of manipulation. Old blue dragons can create illusionary duplicates of themselves, and all their spell-like abilities they get with age are from the illusion school.
* MeatVersusVeggies: Firmly on the side of meat. They refuse to eat plants under any circumstances, considering it the food of cattle and lesser beasts.
* PragmaticVillainy: They're all too happy to simply wait for their antagonists to die of old age, taking the minimum of effort to keep such pests from disrupting their plans in the meantime.
* OrcusOnHisThrone: Under ''no'' circumstances does a blue dragon simply set out to do things themselves after being failed by their underlings. Even those who actively hunt them down don't warrant personal attention.
* SandWorm: They habitually swim through the desert sands, both to avoid notice and for relaxation. Their sleek, streamlined shapes and smooth, tightly layered scales help them move through this dense medium. In turn, these sand swims ensure that the profusions of hornlets, bony growths, spurs and ridges that most dragons grow as they age don't break up the profiles of the blues, as such outgrowths are quickly ground away by friction with the sand.
* ShockAndAwe: Their BreathWeapon is a line of electricity, and ancient and powerful blue dragons can use it to generate full-out storms. In addition, adult and older blue dragons are surrounded by an electrified aura that damages those close to them.
* TheSocialExpert: A requisite when one manages hundreds of operatives over the course of centuries.
* TheSpymaster: Blues often control extensive webs of contacts, spies and agents that they use to keep tabs on and direct the affairs of other species' cultures without revealing themselves to either the humanoids they manipulate or to other dragons.
* TheStoic: Taciturn and joyless, even by the standards of chromatics.
* ThirstyDesert: Their typical habitat. In addition, they can dry out liquids within a certain range, including potions.
* {{Troll}}: They very much prefer [[ManipulativeBastard mind-games and manipulation]] to brute force.
* TunnelKing: Blues are capable of burrowing through sand and soil, an ability which shapes their lairs, plans, and general behavior.
* VillainousVirtues: Blues strive for discipline and self-control in all situations, though their lack of instinctual predilection it means they have a tendency to snap from the tension every few centuries. They're also suprisingly humble, happy to go without recognition from their unwitting subjects their whole lives.
* VoiceChangeling: Almost from birth, blue dragons can perfectly mimic voices and sounds.

!!Green Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_green_dragon.png]]
[[caption-width-right:350:"Greens are obsessed with perfecting their minds and bodies, and exceed even the learned bronzes in scholarship and study."]]
->'''Level:''' 4-20
->'''Alignment:''' LawfulEvil
->'''Size:''' Small to Colossal

Green dragons seek mastery over everything, including their own minds and base desires. This makes them the most intellectual chromatics, focused on improving their minds through research and scholarship. But despite their more reasonable temperaments, they are still dragons and remain as capable of cruelty as the most vicious red if properly motivated.

to:

* AdaptationalAttractiveness: They are quite a bit more aesthetically pleasing than the TabletopGame/DungeonsAndDragons version. due HallOfMirrors: A mirage dragon takes care to their [[VisualPun electric blue]] polish every coin, gem and gold coloring, precious metal to a mirror shine and their more sleek an elegant shape.
* AffablyEvil: They certainly are the most talkative of the Chromatics, even if only for the sake of giving a HannibalLecture.
* DeadlyDustStorm: Great wyrms can create sandstorms at will, great to cover up an escape or an attack.
* EatDirtCheap: Blues can obtain a small amount of nutrition
arrange them methodically throughout its lair so it could admire itself from minerals in rocks, and when particularly starved they will swim through areas of nutrient-rich sand and allow grains to filters through their teeth.
all angles at any time.
* HalfHumanHybrid: Blue ItsAllAboutMe: Mirage dragons are responsible for vain and egotistical and ultimately care more half-dragons and dragon-blooded beings about themselves than all other true dragons combined, although they often do this by magically altering other creatures rather than traditional mating.
* ManBehindTheMan: Their modus operandi. They're perfectly content ruling for centuries without their names ever being known, allowing them to pull all sorts of strings without being hindered by their ego.
others.
* MasterOfIllusion: Fitting given their love of manipulation. Old blue dragons can create illusionary duplicates of themselves, and all their spell-like abilities they get with age are from the illusion school.
* MeatVersusVeggies: Firmly on the side of meat. They refuse to eat plants under any circumstances, considering it the food of cattle and lesser beasts.
* PragmaticVillainy: They're all too happy to simply wait for their antagonists to die of old age, taking the minimum of effort to keep such pests from disrupting their plans in the meantime.
* OrcusOnHisThrone: Under ''no'' circumstances does a blue dragon simply set out to do things themselves after being failed by their underlings. Even those who actively hunt them down don't warrant personal attention.
* SandWorm: They habitually swim through the desert sands, both to avoid notice and for relaxation. Their sleek, streamlined shapes and smooth, tightly layered scales help them move through this dense medium. In turn, these sand swims ensure that the profusions of hornlets, bony growths, spurs and ridges that most dragons grow as they age don't break up the profiles of the blues, as such outgrowths are quickly ground away by friction with the sand.
* ShockAndAwe: Their BreathWeapon is a line of electricity, and ancient and powerful blue dragons can use it to generate full-out storms. In addition, adult and older blue
Mirage dragons are surrounded by an electrified aura that damages those close to them.
* TheSocialExpert: A requisite when one manages hundreds
masters of operatives over the course of centuries.
* TheSpymaster: Blues often control extensive webs of contacts, spies
illusion magic and agents that they use to keep tabs on and direct the affairs of other species' cultures without revealing themselves to either the humanoids they manipulate or to other dragons.
* TheStoic: Taciturn and joyless, even by the standards of chromatics.
* ThirstyDesert: Their typical habitat. In addition, they can dry out liquids within a certain range, including potions.
* {{Troll}}: They very much prefer [[ManipulativeBastard mind-games and manipulation]] to brute force.
* TunnelKing: Blues are capable of burrowing through sand and soil, an ability which shapes
their lairs, plans, powers to deceive others and general behavior.
* VillainousVirtues: Blues strive for discipline and self-control in all situations, though their lack of instinctual predilection it means they have a tendency to snap from the tension every few centuries. They're also suprisingly humble, happy to go without recognition from their unwitting subjects their whole lives.
* VoiceChangeling: Almost from birth, blue dragons can perfectly mimic voices and sounds.

!!Green Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_green_dragon.png]]
[[caption-width-right:350:"Greens are obsessed with perfecting their minds and bodies, and exceed even the learned bronzes in scholarship and study."]]
->'''Level:''' 4-20
->'''Alignment:''' LawfulEvil
->'''Size:''' Small to Colossal

Green dragons seek mastery over everything, including
further their own minds agendas.
* StealthyColossus: Mirage dragons' scales are iridescent
and base desires. This makes them the most intellectual chromatics, focused on improving their minds through research and scholarship. But despite their more reasonable temperaments, they are still can change colours for better camouflage, making mirage dragons and remain as capable of cruelty as the most vicious red if properly motivated.surprisingly stealthy for their size.
[[/folder]]

[[folder:Divine Dragon]]



* AcidAttack: In 1st Edition, their BreathWeapon is a cone of acidic vapor and ancient green dragons can create clouds of corrosive gas. 2nd Edition swaps this out for poison instead.
* TheArchmage: Those who specialize in magical research will often uncover powerful magic secrets that augment their already potent arcane power. That said, a centuries old green may fall behind a decades old human wizards in pure spell power, as their research tends to lack in immediate practical application.
* BadassBookworm: Greens may be the most intellectual of dragons, but they are still ''dragons''. On top of that, their drive for self improvement also extends to their bodies and most perform rigorous exercise every day to stay in peak physical condition.
* BerserkButton: Misattributing a green's work, or worse, taking credit for it. This goes double if the culprit is a lesser species like a human, and even greens who've never heard of the slighted dragon will take great offense on their behalf.
* ChallengeSeeker: As a lack of challenge can mean stagnation, greens tend to seek out difficult tasks. These can range from frustrating social interactions to semi-dangerous fights, so long as it's not something that can be bested easily.
* ChameleonCamouflage: Old and older green dragons can hide in any natural terrain just by standing still, even without cover or concealment. The fact that this works equally well in deserts and caves despite the vast difference in coloration indicates they can actually change color biologically, as the ability is non-magical in nature.
* DeadlyGas: Their breath weapons consist of a cloud of deadly gas -- acidic in 1st edition, toxic in 2nd.
* EnchantedForest: Their preferred habitat are vast, primal forests where the trees tower over even their own sizable forms, and actively cultivate their home woodlands to turn them into this.
* FisherKing: A forest in a green dragon's territory tends to be in better condition that nearby woodlands, as they view the condition of their domain as a reflection of themselves.
* FriendlyEnemy: So long as there isn't a specific reason for enmity, they get along quite well with bronzes due to their respect for fellow scholars.
* GeniusBruiser: No less physically dangerous than any other dragon, greens are naturally gifted at mathematics. They typically leverage this gift towards magical theory, astronomy, planar research, and other advanced subjects.
* GreenThumb: Green dragons develop a number of ways to manipulate plant life as they mature, such as the ability to hasten plant growth or to animate and control trees.
* HeelFaceTurn: More greens abandon their evil ways than all other chromatics combined. That said, few actually go all the way to Good, settling instead into some strain of Neutral.
* HornsOfVillainy: A large rhino-like horn on their nose. This actually becomes a problem as they grow older and the horn begins to create a blind spot, so many carve or otherwise shape it to be less obtrusive.
* KissKissSlap: Their competitive natures mean most reproductive trysts end in violence when one points out a flaw in the other.
* MookMaker: They can temporarily animate trees as treants to serve as minions.
* NobleDemon: Compared to other evil dragons, green dragons at least have a sense of [[VillainousVirtues honor]], and they are noted to be more open to diplomacy than the other kinds of chromatic dragons. They're also the most likely chromatics to abandon evil in favor of neutrality or even benevolence, although it's still a small portion of their numbers that ever does that.
* PoisonousPerson: In 2nd Edition, their breath weapon is a cloud of toxic gas that poisons anyone standing within it.
* {{Pride}}: They will grant others access to their research not out of any sense of altruism, but to make sure they get credit and admirations for their discoveries.
* StealthExpert: Besides their ability to blend in with any terrain, they leave no tracks or other signs of their passage unless they so choose to.
* SuperNotDrowningSkills: Like black dragons, greens can breathe underwater.
* VillainousVirtues: They're moderate and self-controlled to an extend that rivals gold dragons, they focus on self-improvement both physically and mentally, and they actually cultivate and grow the forests in their territories.
* WeHaveReserves: Not in combat, but greens will happily spend the lives of many hundreds of lesser lifeforms for their research.
* WhenTreesAttack: Green dragons can animate trees to aid them in battle.

!!Red Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_red_dragon.png]]
[[caption-width-right:350:"Be assured that no known language contains a singular word to describe the awesome and terrible power of red dragons."]]
->'''Level:''' 6-22
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small to Colossal

When you think dragon, this is probably what pops into your head. Incredibly powerful, ruling over their domains with an iron fist, and all too willing to reduce the merest potential of a problem to ash.

to:

* AcidAttack: In 1st Edition, their BreathWeapon is a cone of acidic vapor and ancient green dragons can create clouds of corrosive gas. 2nd Edition swaps this out for poison instead.
* TheArchmage: Those who specialize in magical research will often uncover powerful magic secrets that augment their already potent arcane power. That said, a centuries old green may fall behind a decades old human wizards in pure spell power, as their research tends to lack in immediate practical application.
* BadassBookworm: Greens may be the most intellectual of dragons, but they are still ''dragons''. On top of that, their drive for self improvement also extends to their bodies and most perform rigorous exercise every day to stay in peak physical condition.
* BerserkButton: Misattributing a green's work, or worse, taking credit for it. This goes double if the culprit is a lesser species like a human, and even greens who've never heard of the slighted dragon will take great offense on their behalf.
* ChallengeSeeker: As a lack of challenge can mean stagnation, greens tend to seek out difficult tasks. These can range from frustrating social interactions to semi-dangerous fights, so long as it's not something that can be bested easily.
* ChameleonCamouflage: Old and older green dragons can hide in any natural terrain just by standing still, even without cover or concealment. The fact that this works equally well in deserts and caves despite the vast difference in coloration indicates they can actually change color biologically, as the ability is non-magical in nature.
* DeadlyGas: Their breath weapons consist of a cloud of deadly gas -- acidic in 1st edition, toxic in 2nd.
* EnchantedForest: Their preferred habitat are vast, primal forests where the trees tower over even their own sizable forms, and actively cultivate their home woodlands to turn them into this.
* FisherKing: A forest in a green dragon's territory tends to be in better condition that nearby woodlands, as they view the condition of their domain as a reflection of themselves.
* FriendlyEnemy: So long as there isn't a specific reason for enmity, they get along quite well with bronzes due to their respect for fellow scholars.
* GeniusBruiser: No less physically dangerous than any other dragon, greens are naturally gifted at mathematics. They typically leverage this gift towards magical theory, astronomy, planar research, and other advanced subjects.
* GreenThumb: Green dragons develop a number of ways to manipulate plant life as they mature, such as the ability to hasten plant growth or to animate and control trees.
* HeelFaceTurn: More greens abandon their evil ways than all other chromatics combined. That said, few actually go all the way to Good, settling instead into some strain of Neutral.
* HornsOfVillainy: A large rhino-like horn on their nose. This actually becomes a problem as they grow older and the horn begins to create a blind spot, so many carve or otherwise shape it to be less obtrusive.
* KissKissSlap: Their competitive natures mean most reproductive trysts end in violence when one points out a flaw in the other.
* MookMaker: They can temporarily animate trees as treants to serve as minions.
* NobleDemon: Compared to other evil dragons, green dragons at least have a sense of [[VillainousVirtues honor]], and they are noted to be more open to diplomacy than the other kinds of chromatic dragons. They're also the most likely chromatics to abandon evil in favor of neutrality or even benevolence, although it's still a small portion of their numbers that ever does that.
* PoisonousPerson: In 2nd Edition, their breath weapon is a cloud of toxic gas that poisons anyone standing within it.
* {{Pride}}: They will grant others access to their research not out of any sense of altruism, but to make sure they get credit and admirations for their discoveries.
* StealthExpert: Besides their ability to blend in with any terrain, they leave no tracks or other signs of their passage unless they so choose to.
* SuperNotDrowningSkills: Like black dragons, greens can breathe underwater.
* VillainousVirtues: They're moderate and self-controlled to an extend that rivals gold dragons, they focus on self-improvement both physically and mentally, and they actually cultivate and grow the forests in their territories.
* WeHaveReserves: Not in combat, but greens will happily spend the lives of many hundreds of lesser lifeforms for their research.
* WhenTreesAttack: Green dragons can animate trees to aid them in battle.

!!Red Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_red_dragon.png]]
[[caption-width-right:350:"Be assured that no known language contains a singular word to describe the awesome and terrible power of red dragons."]]
->'''Level:''' 6-22
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small to Colossal

When you think dragon, this is probably what pops into your head. Incredibly powerful, ruling over their domains with an iron fist, and all too willing to reduce the merest potential of a problem to ash.

!!Diabolic Dragon



* AlwaysChaoticEvil: There is exactly one recorded instance in all of history of a red dragon that wasn't evil. The rest are as vile and monstrous as they come.
* EvilCounterpart: Traditionally to gold dragons. Both are immensely powerful paragons of dragonhood and closely tied to the element of fire, as well as the strongest representatives of their respective septs. However, reds are hateful and sadistic where the golds are benevolent and peaceful, violently destructive where the golds are mentoring, and proud to be feared and loathed where the golds are respected and admired. They're also both incredibly proud and arrogant, with the golds' tendency for casual condescension being mirrored in the reds' delusions of godhood, and gold dragons are the only creatures alive that the reds treat with something approaching respect.
* ExtremeOmnivore: The fires that burn within the bodies of red dragons allow them to process and digest almost anything they can fit down their gullets -- there are very few types of animals, plants or mineral substances that a red cannot, in a pinch, digest and gain nutrition from.
* FireIsRed: Red dragons are the only chromatic dragons with access to fire as a breath weapon or to fire-related abilities, and these abilities are more extensive and developed than what metallic dragons have.
* AGodAmI: Their ego makes it nigh impossible for them to consider anything greater than themselves, so they have a tendency to declare themselves as gods.
* LawOfChromaticSuperiority: It's only natural that the red dragons are the strongest, most magically adept and most widely-feared of all dragons.
* PlayingWithFire: Red dragons have the most traditional dragon BreathWeapon of all, a jet of fire. In addition, adult red dragons gain an aura of intense heat surrounding their bodies that causes damage to anyone standing near them, as well as the ability to manipulate fire and flames.
* {{Pride}}: Reds are extremely proud beings: they are some of the strongest and most powerful entities they are likely to ever encounter, and they know this very well. As a result, old and powerful reds are some of the most prideful and arrogant beings alive, viewing themselves as so close to godhood that most don't even bother with religion out of deep-seated dislike for admitting that there's anything mightier than themselves.

!!White Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_white_dragon.png]]
[[caption-width-right:350:"White dragons are stupid, weak, savage, and pathetic -- [[OvershadowedByAwesome as dragons go]]."]]
->'''Level:''' 2-18
->'''Alignment:''' ChaoticEvil
->'''Size:''' Tiny to Gargantuan

The least of the chromatics, white dragons are nonetheless masters of their domains due to making their homes far in the arctic where no other true dragons go. In temperate climes they lair in high, cold mountains, which can often bring them into conflict with the red and silver dragons that also live there.

to:

* AlwaysChaoticEvil: There is exactly one recorded instance in all of history of CounterAttack: When critically hit with a red melee attack, a diabolic dragon channels the rancour of Hell back through the enemy, overwhelming it with an infernal assault on the mind.
* HellFire: Any fire damage
that wasn't evil. The rest are as vile and monstrous as they come.
* EvilCounterpart: Traditionally to gold dragons. Both are immensely powerful paragons of dragonhood and closely tied to the element of fire, as well as the strongest representatives of their respective septs. However, reds are hateful and sadistic where the golds are benevolent and peaceful, violently destructive where the golds are mentoring, and proud to be feared and loathed where the golds are respected and admired. They're also both incredibly proud and arrogant,
a diabolic dragon deals is imbued with the golds' tendency for casual condescension being mirrored in the reds' delusions unholy power of godhood, and gold dragons are the only creatures alive that the reds treat Hell.
* YourSoulIsMine: A diabolic dragon's hoard is mostly made up of gems filled
with something approaching respect.
* ExtremeOmnivore: The fires that burn within the bodies of red dragons allow them to process
trapped souls and digest almost anything they can fit down their gullets -- there are very few types of animals, plants or mineral substances that a red cannot, contracts damning mortals to an afterlife in a pinch, digest and gain nutrition from.
* FireIsRed: Red dragons are the only chromatic dragons with access to fire as a breath weapon or to fire-related abilities, and these abilities are more extensive and developed than what metallic dragons have.
* AGodAmI: Their ego makes it nigh impossible for them to consider anything greater than themselves, so they have a tendency to declare themselves as gods.
* LawOfChromaticSuperiority: It's only natural that the red dragons are the strongest, most magically adept and most widely-feared of all dragons.
* PlayingWithFire: Red dragons have the most traditional dragon BreathWeapon of all, a jet of fire. In addition, adult red dragons gain an aura of intense heat surrounding their bodies that causes damage to anyone standing near them, as well as the ability to manipulate fire and flames.
* {{Pride}}: Reds are extremely proud beings: they are some of the strongest and most powerful entities they are likely to ever encounter, and they know this very well. As a result, old and powerful reds are some of the most prideful and arrogant beings alive, viewing themselves as so close to godhood that most don't even bother with religion out of deep-seated dislike for admitting that there's anything mightier than themselves.

!!White Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_white_dragon.png]]
[[caption-width-right:350:"White dragons are stupid, weak, savage, and pathetic -- [[OvershadowedByAwesome as dragons go]]."]]
->'''Level:''' 2-18
->'''Alignment:''' ChaoticEvil
->'''Size:''' Tiny to Gargantuan

The least of the chromatics, white dragons are nonetheless masters of their domains due to making their homes far in the arctic where no other true dragons go. In temperate climes they lair in high, cold mountains, which can often bring them into conflict with the red and silver dragons that also live there.
Hell.

!!Empyreal Dragon



* AnIcePerson: Their BreathWeapon is a gale of freezing air, and they have access to a number of ice-based abilities, such as the power to create localized blizzards or to shape and control ice and snow.
* ButtMonkey: Their stupidity and relative weakness makes them a laughingstock among other dragons. [[NotSoHarmlessVillain Not that they're not capable of casually wiping a Humanoid settlement off of the map]].
* DumbMuscle: White Dragons are some of the only true dragons that are, across the board, ''dumber'' than most humanoids.
* OvershadowedByAwesome: White dragons are not, on an objective scale, weak creatures. They are still dragons, after all, and older whites are in many cases the among the most powerful and dominant creatures in their icy arctic homes. They simply have the poor fortune to be in the same family as red, blue and green dragons and of sharing their preferred habitats with both the more powerful silver dragons and the more numerous and organized frost giants. While mighty by humanoid standards, whites rarely shine against either their relatives or their neighbors.

to:

* AnIcePerson: Their BreathWeapon is a gale of freezing air, and they have access to a number of ice-based abilities, such as the power to create localized blizzards or to shape and control ice and snow.
* ButtMonkey: Their stupidity and relative weakness makes them a laughingstock among other dragons. [[NotSoHarmlessVillain Not that they're not capable of casually wiping a Humanoid settlement off of the map]].
* DumbMuscle: White Dragons are some of the only true dragons that are, across the board, ''dumber'' than most humanoids.
* OvershadowedByAwesome: White
DelightfulDragon: Empyreal dragons are not, on an objective scale, weak creatures. They are still dragons, after all, wise, considerate, compassionate, and older whites are in many cases the among the most powerful and dominant creatures in go out of their icy arctic homes. way to protect others from evil with the powers of Heaven. They simply have the poor fortune to be even lair in the same family as red, blue and green accessible places so nearby innocents might make use of their treasures, like magical weapons.
* HealingHands: Some empyreal
dragons and of sharing can exude a healing pulse from their preferred habitats with both the more powerful silver dragons and the more numerous and organized frost giants. While mighty by humanoid standards, whites rarely shine against either their relatives or their neighbors.halo that restores other creatures.
* HolyHalo: The empyreal dragon's most noticeable feature is a golden halo above its head.
* SacredFlames: The empyreal dragon's breath weapon is a blast of holy fire.



[[folder:Metallic Dragon]]
The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of the chromatic dragons, older metallic dragons are some of the most world-shakingly powerful beings on Golarion. [[GoodIsImpotent Now if only they would do something...]]

to:

[[folder:Metallic Dragon]]
The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of the chromatic dragons, older metallic dragons are some of the most world-shakingly powerful beings on Golarion. [[GoodIsImpotent Now if only they would do something...]]
[[folder:Occult Dragon]]



* BreathWeapon: Unlike chromatic dragons, metallics get two breath weapons: one that deals direct damage and one that induces a status effect.
* FaceHeelTurn: Metallic dragons will sometime fall to corruption and evil, an event dragons call a "tarnishing".
* GoldSilverCopperStandard: Gold dragons are the most powerful and respected of the metallics, followed by silver dragons, then bronze dragons, and finally brass and copper dragons. They also follow this as an informal social system of sorts, with gold dragons generally being the most influential and respected among the metallic breeds.

!!Gold Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gold_dragon.png]]
[[caption-width-right:350:"In a world ever in flux, it is the unmistakably powerful golds who seem to remain unchanging fixtures within it."]]
->'''Level:''' 7-23
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

The metallics ''par excellence'', gold dragons are creatures of immense power and boundless paternalistic benevolence, keeping the company of celestial beings and seeing the rest of mortalkind as children in need of guidance.

to:

* BreathWeapon: Unlike chromatic dragons, metallics get two breath weapons: one that deals direct damage and one that induces a status effect.
* FaceHeelTurn: Metallic dragons will sometime fall to corruption and evil, an event dragons call a "tarnishing".
* GoldSilverCopperStandard: Gold dragons are the most powerful and respected of the metallics, followed by silver dragons, then bronze dragons, and finally brass and copper dragons. They also follow this as an informal social system of sorts, with gold dragons generally being the most influential and respected among the metallic breeds.

!!Gold Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gold_dragon.png]]
[[caption-width-right:350:"In a world ever in flux, it is the unmistakably powerful golds who seem to remain unchanging fixtures within it."]]
->'''Level:''' 7-23
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

The metallics ''par excellence'', gold dragons are creatures of immense power and boundless paternalistic benevolence, keeping the company of celestial beings and seeing the rest of mortalkind as children in need of guidance.

!!Conspirator Dragon



* AlwaysLawfulGood: Gold dragons are, among all the metallic dragons, the least likely to ever tarnish away from empathy and benevolence. In fact, such an event only ever happened once in recorded history, and the dwarves who eventually found the tarnished gold's body even thought they had discovered a new breed of chromatic "yellow dragons" rather than a fallen metallic.
* BefriendingTheEnemy: Their ageless wisdom can allow them to reason with their enemies and turn them into allies or abandon their evil ways. Learning to use this trope wisely becomes a major theme in ''[[VideoGame/PathfinderWrathOfTheRighteous Pathfinder: Wrath of The Righteous]]'' during the Golden Dragon Mythic Path.
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed and needs to be taken down.
* KnockoutGas: Older dragons can use these instead of their fire breath to incapacitate their enemies.
* IncorruptiblePurePureness: Unlike other metallics, they are borderline immune to falling to madness. They can even lead other dragons who are in the process of falling back to lucidity.
* KnightInShiningArmor: Their main shtick is hunting down evil, no matter where it lurks. Unfortunately, this makes them the most likely of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient and older gold dragons can cast ''sunburst'' as spell-like ability at will.
* LightIsGood: The golds are the most noble dragons and the ones most associated with light.
* MyGrandsonMyself: Gold dragons often take on humanoid guises to blend into other species' societies; however, since most dragons will outlive even the most long-lived elves by millennia, they generally need to at least put on a pretense of aging. While golds will generally fake their own deaths once their "lifetimes" are up, ones particularly attached to their guises will pose as their own children, grandchildren and so on. While this tends to work fine at first, their neighbors tend to catch wise to there being something fishy going on after a few generations of single people suddenly producing grown children out of nowhere.
* TheParagon: They're always ready to stand against great evil, but one of their favorite passtimes is inspiring others to find the courge and strength to battle evil themselves.
* PlayingWithFire: Their BreathWeapon is a cone of fire, and as they age they develop of fiery aura as well.
* TheRedeemer: If a villain has a shred of humanity left in their heart, a gold dragon will try its best to bring it out and redeem them.

!!Silver Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_silver_dragon.png]]
[[caption-width-right:350:"Some humans mistakenly call silver dragons the paladins of dragons, but doing so ignores the very fact that silver dragons existed long before paladins and follow codes more limiting than humans can fathom."]]
->'''Level:''' 6-22
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Silver dragons are knights and crusaders, devoting their lives to fighting evil and championing goodness. Their immensely strict codes of ethics help ensure that they live up to the lofty ideals they hold... but silver dragons fall more often than any other metallic dragons, and when they fall they fall ''hard''.

to:

* AlwaysLawfulGood: Gold dragons are, among all the metallic dragons, the least likely to ever tarnish away from empathy and benevolence. In fact, such an event only ever happened once in recorded history, and the dwarves who eventually found the tarnished gold's body even thought they had discovered a new breed of chromatic "yellow dragons" rather than a fallen metallic.
* BefriendingTheEnemy: Their ageless wisdom can allow them to reason with their enemies and turn them into allies or abandon their evil ways. Learning to use this trope wisely becomes a major theme in ''[[VideoGame/PathfinderWrathOfTheRighteous Pathfinder: Wrath of
DeadlyGas: The Righteous]]'' during the Golden Dragon Mythic Path.
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed and needs to be taken down.
* KnockoutGas: Older dragons can use these instead of their fire
conspirator dragon's breath to incapacitate their enemies.
weapon is a noxious cloud of smoke.
* IncorruptiblePurePureness: Unlike other metallics, they EmergencyTransformation: If necessary, a conspirator dragon can quickly reshape body into the form of a crude, generic humanoid figure. Whenever the effect ends, scraps of magically conjured flesh are borderline immune to falling to madness. They left behind and could give away the dragon's presence.
* HumanDisguise: A conspirator dragon
can even lead other dragons who are in conjure a perfect flesh-suit replica of a humanoid it has seen and compresses itself into it, along with generating appropriate clothing for the humanoid. Once the process of falling back to lucidity.
* KnightInShiningArmor: Their main shtick
is hunting down evil, no matter where it lurks. Unfortunately, this makes them complete, the most likely of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient and older gold dragons can cast ''sunburst'' as spell-like ability at will.
* LightIsGood: The golds are the most noble dragons and the ones most associated with light.
* MyGrandsonMyself: Gold dragons often take on humanoid guises to blend into other species' societies; however, since most dragons will outlive even the most long-lived elves by millennia, they generally need to at least put on a pretense of aging. While golds will generally fake their own deaths once their "lifetimes" are up, ones particularly attached to their guises will pose as their own children, grandchildren and so on. While this tends to work fine at first, their neighbors tend to catch wise to there being something fishy going on after a few generations of single people suddenly producing grown children out of nowhere.
* TheParagon: They're always ready to stand against great evil, but one of their favorite passtimes is inspiring others to find the courge and strength to battle evil themselves.
* PlayingWithFire: Their BreathWeapon is a cone of fire, and as they age they develop of fiery aura as well.
* TheRedeemer: If a villain has a shred of humanity left in their heart, a gold
dragon will try its best to bring it out can remain in this disguise indefinitely. The disguise is not actively magical in nature and redeem them.

!!Silver Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_silver_dragon.png]]
[[caption-width-right:350:"Some humans mistakenly call silver dragons the paladins of dragons, but doing so ignores the very fact that silver dragons existed long before paladins and follow codes more limiting than humans can fathom."]]
->'''Level:''' 6-22
->'''Alignment:''' LawfulGood
->'''Size:''' Small
doesn't register as magical to Colossal

Silver
would-be detectors.
* ManipulativeBastard: Conspirator
dragons are knights schemers, always looking to manipulate and crusaders, devoting their lives control others.
* SeekerArchetype: In addition
to fighting evil and championing goodness. Their immensely strict codes of ethics help ensure that they live up to the lofty ideals they hold... but silver normal hoards, conspirator dragons fall more often than any other metallic dragons, also enjoy collecting secrets and when they fall they fall ''hard''.extortion materials.

!!Omen Dragon



* AnIcePerson: Their BreathWeapon is a cone of freezing air, and they gain a damaging aura of cold as they age.
* CloserToEarth: They have probably the best understanding of the Humanoid races they protect out of all the metallic dragons.
* TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes and traditions governing almost every facet of their lives, and only allow themselves to undertake important actions -- crusading, warring, meditating, praying, hunting, mating -- for very specific reasons, at very specific times and/or in very specific, ritualized manners. They even used to have strictures governing how and when they were allowed to ''defecate'', until a scandalized copper dragon petitioned a council of golds to have these lifted.
* FaceHeelTurn: Silvers are more prone to tarnishing and slipping into uncaring neutrality or outright evil than any other type of metallic dragon -- although it's still a rare thing, in absolute terms -- which some theorize is linked to their obsession with imposing strict rules and codes of conduct upon themselves.
* TheParalyzer: Their ''other'' BreathWeapon allows them to be this, paralyzing anyone who fails their saving throw.
* VoluntaryShapeshifting: Technically, most dragons can Polymorph. That said, silver dragons are the only ones that respect other races enough to do it on any kind of regular basis.
* SolidClouds: They can walk on clouds as if they were solid ground.

!!Brass Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brass_dragon.png]]
[[caption-width-right:350:"A brass dragon knows everyone worth knowing in the nearby cities, and many not worth knowing."]]
->'''Level:''' 3-19
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny to Gargantuan

Brass dragons are intensely social creatures, and greatly enjoy the company of other dragons and of humanoids alike. They frequently visit human cities, rarely bothering to conceal their true forms when doing so, and form enormous social networks around themselves that they use to keep tabs on the communities they are part of.

to:

* AnIcePerson: Their BreathWeapon is a cone of freezing air, and they gain a damaging aura of cold as they age.
* CloserToEarth: They have probably the best understanding of the Humanoid races they protect out of all the metallic dragons.
* TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes and traditions governing almost every facet of their lives, and only allow themselves
CollectorOfTheStrange: In addition to undertake important actions -- crusading, warring, meditating, praying, hunting, mating -- for very specific reasons, at very specific times and/or in very specific, ritualized manners. They even used to have strictures governing how and when they were allowed to ''defecate'', until a scandalized copper riches, an omen dragon petitioned a council hoards items of golds significance. Many desperate travellers journey to have these lifted.
* FaceHeelTurn: Silvers are more prone to tarnishing and slipping into uncaring neutrality or outright evil than any other type
an omen dragon's lairs in hopes of metallic dragon -- although it's still a rare thing, in absolute terms -- which some theorize is linked finding the miraculous solution to their obsession with imposing strict rules and codes of conduct upon themselves.
* TheParalyzer: Their ''other'' BreathWeapon allows them to be this, paralyzing anyone who fails their saving throw.
* VoluntaryShapeshifting: Technically, most dragons can Polymorph. That said, silver
problems. Omen dragons are open to sharing as long as they're sure of the only ones that respect other races enough to do it on any kind of regular basis.
item's purpose.
* SolidClouds: They can walk on clouds as if they were solid ground.

!!Brass Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brass_dragon.png]]
[[caption-width-right:350:"A brass dragon knows everyone worth knowing in the nearby cities, and many not worth knowing."]]
->'''Level:''' 3-19
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny to Gargantuan

Brass
FortuneTeller: Omen dragons are intensely social creatures, bound to see the future, nebulous though it might be, at all times, and greatly enjoy the company of other dragons and of humanoids alike. They frequently visit human cities, rarely bothering have a natural compulsion to conceal share their true forms when doing so, and form enormous social networks around themselves visions.
* NoSell: An omen dragon can choose to negate any fortune or misfortune effects
that they use to keep tabs on the communities they are part of.would affect it.
[[/folder]]

[[folder:Primal Dragon]]



* DishingOutDirt: Brass dragons have the ability to control sand and summon sandstorms.
* ForcedSleep: Their secondary breath weapon is a cloud of sleep-inducing gas.
* ObfuscatingStupidity: The natural gaiety and light-heartedness of brasses often leads to them being perceived as foolish and scatterbrained simpletons, an image they deliberately cultivate to lead their opponents to underestimate them.
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain a fiery damaging aura as they age.
* SummonMagic: Brass dragon great wyrms can summon a noble djinni once a day.

!!Copper Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_copper_dragon.png]]
[[caption-width-right:350:"Those with a mission of mercy to perform, a tyrant to overthrow, or a wrong to right cannot hope to find a more enthusiastic supporter than a copper dragon -- [[AttentionDeficitOohShiny for a time]]."]]
->'''Level:''' 4-20
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny to Gargantuan

Mercurial, emotional and intensely freedom-loving, copper dragons are the most inconstant members of the metallic sept -- while their sense of morality is as strong as any metallic's, their attention span is quite low and often prevents them from fully devoting themselves to whichever case they've impulsively sworn themselves to. They're also quite emotional, and the most likely metallics to rampage.

to:

* DishingOutDirt: Brass dragons have the ability to control sand and summon sandstorms.
* ForcedSleep: Their secondary breath weapon is a cloud of sleep-inducing gas.
* ObfuscatingStupidity: The natural gaiety and light-heartedness of brasses often leads to them being perceived as foolish and scatterbrained simpletons, an image they deliberately cultivate to lead their opponents to underestimate them.
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain a fiery damaging aura as they age.
* SummonMagic: Brass dragon great wyrms can summon a noble djinni once a day.

!!Copper Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_copper_dragon.png]]
[[caption-width-right:350:"Those with a mission of mercy to perform, a tyrant to overthrow, or a wrong to right cannot hope to find a more enthusiastic supporter than a copper dragon -- [[AttentionDeficitOohShiny for a time]]."]]
->'''Level:''' 4-20
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny to Gargantuan

Mercurial, emotional and intensely freedom-loving, copper dragons are the most inconstant members of the metallic sept -- while their sense of morality is as strong as any metallic's, their attention span is quite low and often prevents them from fully devoting themselves to whichever case they've impulsively sworn themselves to. They're also quite emotional, and the most likely metallics to rampage.

!!Adamantine Dragon



* AcidAttack: Their BreathWeapon is a line of acid.
* BrownNote: A great wyrm copper dragon can tell a joke so funny you die laughing if you hear it.
* TheGadfly: They enjoy a good joke and are generally quite quick to politely point out flaws in plans. They also enjoy annoying and frustrating enemies when fighting, and have a number of abilities themed around forcing others to laugh.
* ThePrankster: Of the non-malicious sort, considering they are good aligned.
* WeakButSkilled: They are the weakest of the metallic dragons by a fair margin, but tend to also be quite quick-witted and creative, even by Dragon [[SuperIntelligence standards]].

!!Bronze Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bronze_dragon.png]]
[[caption-width-right:350:"You can trust a bronze dragon with your secrets, your gold, your dearest treasures. A bronze would rather die than betray that trust"]]
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Bronze dragons are hermits among the metallics, rarely seeking to involve themselves in the affairs of the wider world and preferring to spend their time reading and researching in their lairs. They also frequently act as guardians of precious or dangerous objects, as they have few objections to sitting in one place for years at a time to stand watch over their charge.

to:

* AcidAttack: Their BreathWeapon is a line of acid.
* BrownNote: A great wyrm copper dragon can tell a joke so funny you die laughing if you hear it.
* TheGadfly: They enjoy a good joke and are generally quite quick to politely point out flaws in plans. They also enjoy annoying and frustrating enemies when fighting, and have a number of abilities themed around forcing others to laugh.
* ThePrankster: Of the non-malicious sort, considering they are good aligned.
* WeakButSkilled: They are the weakest of the metallic dragons by a fair margin, but tend to also be quite quick-witted and creative, even by Dragon [[SuperIntelligence standards]].

!!Bronze Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bronze_dragon.png]]
[[caption-width-right:350:"You can trust a bronze dragon with your secrets, your gold, your dearest treasures. A bronze would rather die than betray that trust"]]
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Bronze
{{Determinator}}: Adamantine dragons are hermits among the metallics, rarely seeking to involve themselves in the affairs of the wider world typically steadfast and preferring loyal. Once they commit to spend a certain purpose, changing their time reading minds is nigh impossible.
* DishingOutDirt: The adamantine dragon's breath weapon is a mass of boulders.
* FastTunneling: The claws
and researching in jaws of an adamantine dragon allow them to burrow through solid stone, sometimes emerging from beneath the ground to ambush their lairs. They also frequently act as guardians of precious or dangerous objects, as they have few objections prey.
* ShedArmorGainSpeed: Once the adamantine dragon is reduced
to sitting in one place fewer than half Hit Points, it abandons its armour, exchanging some resistance for years at a time bonus to stand watch over their charge.Speed.

!!Horned Dragon



* TheHermit: Bronze dragons are the least sociable of the metallics and prefer to spend their time alone with their books and research, often spending years or decades at a time holed up in seclusion before being forced to return to society to acquire new reading material.
* MakingASplash: Bronze dragons are the most aquatic of the standard dragons, and gain a number of water-related abilities as they age, culminating in the ability to create vortexes and tidal waves.
* MisunderstoodLonerWithAHeartOfGold: Solitary, even by dragon standards, but firmly good nonetheless.
* ShockAndAwe: Their BreathWeapon is a line of electricity. In addition, old bronze dragons are surrounded by an electrified aura that damages those close to them.

to:

* TheHermit: Bronze dragons are HornAttack: The horned dragon's most obvious feature is a pair of massive horns which can impale prey in a quick and brutal display of their might.
* ImpaledWithExtremePrejudice: A victim impaled on a horned dragon's horns is stuck and goes wherever
the least sociable dragon goes until it manages to escape.
* PoisonousPerson: Their breath weapon is a cloud of toxic gas that poisons anyone standing within it.
* SuspiciouslySimilarSubstitute: The horned dragon is the remastered version
of the metallics and prefer original green dragon, which had to spend be left behind along with the OGL. Their personalities are not greatly changed, their time alone with their books and research, often spending years or decades at a time holed up in seclusion before being forced to return to society to acquire new reading material.
* MakingASplash: Bronze dragons are the most aquatic of the standard dragons, and gain a number of water-related
abilities such as poison breath and twisting tail reaction are still around, and they age, culminating still generally live in the ability to create vortexes forests and tidal waves.
* MisunderstoodLonerWithAHeartOfGold: Solitary, even by dragon standards, but firmly good nonetheless.
* ShockAndAwe: Their BreathWeapon is a line of electricity. In addition, old bronze dragons are surrounded by an electrified aura that damages those close to them.
swamps.



[[folder:Primal Dragon]]
A subset of true dragons that inhabit the Elemental Planes, the primal dragons base their appearance and powers off of the four classical elements and shadow.

to:

[[folder:Primal Dragon]]
A subset
!True Dragon Septs (pre-Remaster)

[[folder:Chromatic Dragon]]

What the hell kind
of true Fantasy RPG doesn't have evil dragons for you to slay? The really lame kind, that's what. These dark, treasure hoarding beasts are everything that inhabit the Elemental Planes, the primal dragons base their appearance Humanoids fear Dragons are: terribly powerful, [[AttackOfTheFiftyFootWhatever massive]], [[AlwaysChaoticEvil cruel]], [[TimeAbyss long-lived]] and powers off of the four classical elements and shadow.[[GeniusBruiser intelligent]].



* ElementalEmbodiment: In addition to being dragons, they are also elemental beings of air, water, earth, and fire. In 2nd Edition, primal dragons (except the umbral dragon) are classified as both elementals and dragons.
* ElementalPlane: Each primal dragon species hails from one of the elemental planes, except for umbral dragons, which inhabit the Netherworld and the Universe.

!!Brine Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brine_dragon_3.png]]

to:

* ElementalEmbodiment: In addition to being dragons, they ChromaticArrangement: Reds, blues, and greens are also elemental beings of air, water, earth, referred to as the greater chromatics, feared and fire. In 2nd Edition, primal respected more than the relatively simplistic blacks and whites.
* HeelFaceTurn: Rarely, a chromatic dragon will forsake its evil ways in an event
dragons (except refer to as a "redeeming".
* LawOfChromaticSuperiority: Red, unsurprisingly, is
the umbral dragon) are classified as both elementals distinctive color of the strongest variety of chromatics, and dragons.
white of the weakest.
* ElementalPlane: Each primal MascotVillain: A red dragon species hails from one decorates the cover of the elemental planes, except original Core Rulebook, with a white dragon taking its place for umbral dragons, which inhabit the Netherworld and the Universe.

!!Brine
Second Edition.

!!Black
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brine_dragon_3.png]]org/pmwiki/pub/images/pathfinder_black_dragon.png]]
[[caption-width-right:350:"Hatred drives them like a barbed whip, pushing them ever forward to wallow in the toils of sadism and evil."]]



->'''Alignment:''' LawfulNeutral

to:

->'''Alignment:''' LawfulNeutralChaoticEvil



The native dragons of the Plane of Water, the brine dragons rule vast tracts of the elemental sea in the name of their ruler, the elemental lord Kelizandri, and wage a bitter war for supremacy against the krakens with whom they share the plane's depths.

to:

The native Vicious sociopaths, black dragons of the Plane of Water, the brine hate with a fury few other dragons rule vast tracts of the elemental sea in the name of their ruler, the elemental lord Kelizandri, bother to muster. With short tempers and wage a bitter war for supremacy against the krakens with whom cunning minds, they share combine the plane's depths.worst parts of dragonkind into a creature that enjoys scarring bodies as much as they do shattering minds.



* AcidAttack: Their BreathWeapon is a line of acid.
* DefectorFromDecadence: Some brine dragons tire of the tyranny and constant infighting of Kelzandrika, and choose to distance themselves from their kin and birth culture and the Brackish Empire's constant wars. Kelizandri takes poorly to such desertion, though, and such wayward brine dragons often need to live in hiding as a result.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as brine ''drakes'' and does not consider them part of a sept of true dragons.
* TheEmpire: The brine dragons of the Elemental Plane of Water inhabit a system of realms collectively known as Kelizandrika, the Brackish Empire, where they rule as tyrants over populations of aquatic humanoids forced into servitude. In turn, the dragons serve the mightiest of the kind, the NeutralEvil power Kelizandri the Brackish Emperor, and have been steadily expanding his rule through the Plane of Water for millennia.
* TheExile: Brine dragons who depart the Brackish Empire can never go home again, for fear of Kelizandri's wrath, and as such have to live the rest of their lives in exile, either in hiding somewhere remote or perpetually on the move.
* FantasticRacism: Typically for dragons, brine dragons see themselves as above other intelligent races, something they tend to express by taking over and ruling large communities of "lesser beings".
* TheNeedsOfTheMany: Brine dragons are fiercely protective of the communities they claim as theirs, but care more about their overall health and strength than about the well-being of any specific individual and are generally quite willing to sacrifice the well-being of a few people for the benefit of the greater whole.
* MakingASplash: As creatures of elemental water, brine dragons have a great deal of direct control their native element and associated concepts, being able to manipulate water in a number of ways or to speak with fish.
* TurtleIsland: Not actually turtles, but close enough in other regards -- they sometimes reach such tremendous sizes that, when forced to take up nomadic lives for whatever reason, they often carry their entire kingdoms on their backs.

!!Cloud Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cloud_dragon.png]]

to:

* AcidAttack: Their BreathWeapon is a line gout of acid.
* DefectorFromDecadence: Some brine
acid and older black dragons tire deal additional acid damage with their bite.
* AcidPool: Older specimens can create one using their breath.
* TheBeastmaster: Great wyrms can use Charm Reptiles to control all reptilian creatures in their domain, from lizards to crocodiles.
* DarkIsEvil: The cruelest
of the tyranny chromatics with pitch black scales and constant infighting the ability to create magical darkness.
* FisherKing: Between their habit
of Kelzandrika, overhunting, their willingness to liberally douse anything around them with acid, and choose the fact that they stagnate water with a touch, a black dragon's swamp tends to distance be a terrible place to visit.
* GreenThumb: Once they're old, they get ''plant growth'' as a spell-like ability.
* HornsOfVillainy: Like most dragons they have horns, but some of them take it a step further than most by breaking their own horns and cause them to heal incorrectly into jagged angles and jutting shards, solely for the sake of looking more intimidating.
* ItAmusedMe: When a black dragons slaughters a village, tortures someone for days, or eats a baby, this is almost always their motivation.
* MyDeathIsOnlyTheBeginning: The sadism of a black dragon does not end with their death and most who manage to slay one find
themselves from their kin and birth culture and beset by all manner of contingency plans.
* NoSell: Immune to acid in addition to typical draconic immunities.
* PestController: At ancient age, they get ''insect plague'' as a spell like ability.
* PoisonousPerson: Once they become adults, they gain
the Brackish Empire's constant wars. Kelizandri takes poorly ability to such desertion, though, and such wayward brine stagnate water with a touch.
* {{Sadist}}: Black
dragons often need tend to be highly sadistic, and take immense pleasure from capturing humanoid prisoners, imprisoning them in their lairs and subjecting them to whichever torments they can devise; they are particularly fond of inflicting disfiguring scars and injuries on their victims, especially those who are particularly beautiful.
* ScarsAreForever: The scars their acid leaves are permeant, defying most healing magic.
* SelfHarm: That practice of breaking their own horns mentioned above? Explicitly mentioned to hurt a ''lot''.
* SpeaksFluentAnimal: All black dragons older than young can speak with reptiles.
* SuperNotDrowningSkills: All black dragons can breathe water.
* SwampsAreEvil: These vicious, aggressive and foul-tempered dragons prefer to make their home is swamps. A joke among dracologists is that they
live in hiding as a result.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to
swamps because no other terrain would take them, though woe be the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 one who repeats that joke to its first official edition, describes them as brine ''drakes'' and does not consider them part of a sept of true dragons.
black dragon.
* TheEmpire: The brine TortureTechnician: Of all the chromatic dragons, black dragons of [[{{Sadist}} tend to be the Elemental Plane most fond of]] ColdBloodedTorture. Various uses of Water inhabit their acidic breath and saliva are a system recurring theme, but water torture of realms collectively known as Kelizandrika, the Brackish Empire, where different sorts is also a favorite.
* ToServeMan: They prefer meals that can beg for mercy, because of course
they rule as tyrants over populations of aquatic humanoids forced into servitude. In turn, the dragons serve the mightiest of the kind, the NeutralEvil power Kelizandri the Brackish Emperor, and have been steadily expanding his rule through the Plane of Water for millennia.
* TheExile: Brine dragons who depart the Brackish Empire can never go home again, for fear of Kelizandri's wrath, and as such have to live
do given the rest of their lives in exile, either in hiding somewhere remote or perpetually on the move.
* FantasticRacism: Typically for dragons, brine dragons see themselves as above other intelligent races, something they tend to express by taking over and ruling large communities of "lesser beings".
* TheNeedsOfTheMany: Brine dragons are fiercely protective of the communities they claim as theirs, but care more about their overall health and strength than about the well-being of any specific individual and are generally quite willing to sacrifice the well-being of a few people for the benefit of the greater whole.
* MakingASplash: As creatures of elemental water, brine dragons have a great deal of direct control their native element and associated concepts, being able to manipulate water in a number of ways or to speak with fish.
* TurtleIsland: Not actually turtles, but close enough in other regards -- they sometimes reach such tremendous sizes that, when forced to take up nomadic lives for whatever reason, they often carry their entire kingdoms on their backs.

!!Cloud
tropes.

!!Blue
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cloud_dragon.png]]org/pmwiki/pub/images/pathfinder_blue_dragon.png]]
[[caption-width-right:350:"You will most likely never meet the blue dragon manipulating your lives."]]



->'''Alignment:''' TrueNeutral

to:

->'''Alignment:''' TrueNeutralLawfulEvil



Wanderers and explorers native to the Plane of Air, cloud dragons spend their lives on the move in search of whatever may be over the next horizon, only returning to their hidden and well-defended lairs to deposit particularly valuable treasures recovered during their journeys.

to:

Wanderers The masterminds of the chromatic dragons, controlling networks of spies, operatives, and explorers native to sometimes entire countries from behind the Plane of Air, cloud dragons spend scenes. They're driven by a need for control, both over others through their lives on the move in search of whatever may be over the next horizon, only returning to their hidden manipulations and well-defended lairs to deposit particularly valuable treasures recovered during their journeys.themselves through strict personal discipline.



* BlowYouAway: They can create and control wind and mist through their connection to their element.
* BoldExplorer: Cloud dragons are avid explorers, spending large parts of their lives journeying in search of new lands, new sights, new people and new treasures.
* ElementalPersonalities: Cloud dragons, the primal dragons of elemental air, are restless wanderers at heart, and spend their long lives wandering across the planes in search of new wonders and chasing their latest fancies.
* ElementalShapeshifting: They can turn into wisps of cloud and back.
* {{Retcon}}: In ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, the Plane of Air is described as having no native dragons and only being home to immigrant white and silver dragons. After the shift to ''Pathfinder'' 1st Edition, primal dragons became a thing and the cloud dragons of the Plane of Air were retconned into existence, with the justification that Golarion-based scholars simply didn't know of them at first and wrongly assumed that the whites and silvers were the only dragons in the plane.
* ShockAndAwe: Their main breath weapon is a line of electricity.

!!Crystal Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crystal_dragon.png]]
->'''Level:''' 2-18
->'''Alignment:''' NeutralGood
->'''Size:''' Tiny to Gargantuan

The dragons of the Plane of Earth, the crystal dragons rule a complex system of scattered and fractious fiefdoms that, while individually small and vulnerable, are collectively capable of matching the Peerless Empire of the shaitans in terms of land, power and influence.

to:

* BlowYouAway: AdaptationalAttractiveness: They are quite a bit more aesthetically pleasing than the TabletopGame/DungeonsAndDragons version. due to their [[VisualPun electric blue]] and gold coloring, and their more sleek an elegant shape.
* AffablyEvil: They certainly are the most talkative of the Chromatics, even if only for the sake of giving a HannibalLecture.
* DeadlyDustStorm: Great wyrms
can create sandstorms at will, great to cover up an escape or an attack.
* EatDirtCheap: Blues can obtain a small amount of nutrition from minerals in rocks,
and control wind when particularly starved they will swim through areas of nutrient-rich sand and mist allow grains to filters through their connection to their element.
teeth.
* BoldExplorer: Cloud HalfHumanHybrid: Blue dragons are avid explorers, spending large parts of their lives journeying in search of new lands, new sights, new people responsible for more half-dragons and new treasures.
* ElementalPersonalities: Cloud dragons, the primal
dragon-blooded beings than all other true dragons of elemental air, are restless wanderers at heart, and spend combined, although they often do this by magically altering other creatures rather than traditional mating.
* ManBehindTheMan: Their modus operandi. They're perfectly content ruling for centuries without
their long lives wandering across the planes in search names ever being known, allowing them to pull all sorts of new wonders and chasing strings without being hindered by their latest fancies.
ego.
* ElementalShapeshifting: They can turn into wisps MasterOfIllusion: Fitting given their love of cloud and back.
* {{Retcon}}: In ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, the Plane of Air is described as having no native
manipulation. Old blue dragons can create illusionary duplicates of themselves, and only all their spell-like abilities they get with age are from the illusion school.
* MeatVersusVeggies: Firmly on the side of meat. They refuse to eat plants under any circumstances, considering it the food of cattle and lesser beasts.
* PragmaticVillainy: They're all too happy to simply wait for their antagonists to die of old age, taking the minimum of effort to keep such pests from disrupting their plans in the meantime.
* OrcusOnHisThrone: Under ''no'' circumstances does a blue dragon simply set out to do things themselves after
being home failed by their underlings. Even those who actively hunt them down don't warrant personal attention.
* SandWorm: They habitually swim through the desert sands, both
to immigrant white avoid notice and silver dragons. After for relaxation. Their sleek, streamlined shapes and smooth, tightly layered scales help them move through this dense medium. In turn, these sand swims ensure that the shift to ''Pathfinder'' 1st Edition, primal profusions of hornlets, bony growths, spurs and ridges that most dragons became a thing and grow as they age don't break up the cloud dragons profiles of the Plane of Air were retconned into existence, blues, as such outgrowths are quickly ground away by friction with the justification that Golarion-based scholars simply didn't know of them at first and wrongly assumed that the whites and silvers were the only dragons in the plane.
sand.
* ShockAndAwe: Their main breath weapon BreathWeapon is a line of electricity.

!!Crystal
electricity, and ancient and powerful blue dragons can use it to generate full-out storms. In addition, adult and older blue dragons are surrounded by an electrified aura that damages those close to them.
* TheSocialExpert: A requisite when one manages hundreds of operatives over the course of centuries.
* TheSpymaster: Blues often control extensive webs of contacts, spies and agents that they use to keep tabs on and direct the affairs of other species' cultures without revealing themselves to either the humanoids they manipulate or to other dragons.
* TheStoic: Taciturn and joyless, even by the standards of chromatics.
* ThirstyDesert: Their typical habitat. In addition, they can dry out liquids within a certain range, including potions.
* {{Troll}}: They very much prefer [[ManipulativeBastard mind-games and manipulation]] to brute force.
* TunnelKing: Blues are capable of burrowing through sand and soil, an ability which shapes their lairs, plans, and general behavior.
* VillainousVirtues: Blues strive for discipline and self-control in all situations, though their lack of instinctual predilection it means they have a tendency to snap from the tension every few centuries. They're also suprisingly humble, happy to go without recognition from their unwitting subjects their whole lives.
* VoiceChangeling: Almost from birth, blue dragons can perfectly mimic voices and sounds.

!!Green
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crystal_dragon.png]]
org/pmwiki/pub/images/pathfinder_green_dragon.png]]
[[caption-width-right:350:"Greens are obsessed with perfecting their minds and bodies, and exceed even the learned bronzes in scholarship and study."]]
->'''Level:''' 2-18
4-20
->'''Alignment:''' NeutralGood
LawfulEvil
->'''Size:''' Tiny Small to Gargantuan

The
Colossal

Green
dragons of seek mastery over everything, including their own minds and base desires. This makes them the Plane of Earth, the crystal most intellectual chromatics, focused on improving their minds through research and scholarship. But despite their more reasonable temperaments, they are still dragons rule a complex system of scattered and fractious fiefdoms that, while individually small and vulnerable, are collectively remain as capable of matching cruelty as the Peerless Empire of the shaitans in terms of land, power and influence.most vicious red if properly motivated.



* BeneathTheEarth: When found in the Universe, crystal dragons prefer to inhabit complex underground cave systems, often going for decades or centuries without ever setting foot on the surface.
* CrystallineCreature: Their scales resemble a full-body coating of gems.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as crystal ''drakes'' and does not consider them part of a sept of true dragons, in addition to giving their alignment as LawfulNeutral.%%In-universe
* GemstoneAssault: Their breath weapon is a flurry of razor-sharp crystals.
* TheGoodKing: Crystal dragons habitually form personal empires and fiefdoms where they rule over other natives of their plane such as dwarves, mephits, oreads and shaitan genies. Unlike the brine dragons, they are noted to be actually good rulers -- they are fiercely protective of their subjects, handle fights and disputes personally without expecting them to get involved and provide a refuge from the slavery common in the powerful shaitan empire that rules over large parts of the Plane of Earth.
* {{Narcissist}}: Crystal dragons are incredibly vain about their appearances, and enjoy filling their lairs with mirrors and effective crystals in which to regard themselves. Gifts of fine mirrors are good ways to curry their favor; insults, intended or not, about their appearances are a good way to earn their wrath.
* NeatFreak: Crystal dragons lead very orderly lives, and this extends to their surroundings: they keep their lairs and hoards fastidiously ordered and organized, disdaining the untidy sprawl of treasure that most other dragons favor.
* SuperScream: Their breath weapon is a cone of sonic force.
* TakenForGranite: When a crystal dragon bites another creature, it can leave crystals embedded in its flesh that will gradually transform their flesh into more of themselves, eventually turning the victim into a crystal statue.

!!Magma Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_magma_dragon.png]]
->'''Level:''' 4-20
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Tiny to Gargantuan

The dragons of elemental fire, magma dragons are volatile and unpredictable creatures who rarely form any sort of constructive societies, often developing deep rivalries with one another before even leaving their nests. However, individual specimens have been known to amass complex networks of minions and at least one mostly organized society of magma dragons inhabits the Emberen Recess within the Plane of Fire.

to:

* BeneathTheEarth: When found in the Universe, crystal AcidAttack: In 1st Edition, their BreathWeapon is a cone of acidic vapor and ancient green dragons prefer to inhabit complex underground cave systems, can create clouds of corrosive gas. 2nd Edition swaps this out for poison instead.
* TheArchmage: Those who specialize in magical research will
often going for decades or uncover powerful magic secrets that augment their already potent arcane power. That said, a centuries without ever setting foot on old green may fall behind a decades old human wizards in pure spell power, as their research tends to lack in immediate practical application.
* BadassBookworm: Greens may be
the surface.
* CrystallineCreature: Their scales resemble a full-body coating
most intellectual of gems.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as crystal ''drakes'' and does not consider them part of a sept of true
dragons, in addition to giving but they are still ''dragons''. On top of that, their alignment drive for self improvement also extends to their bodies and most perform rigorous exercise every day to stay in peak physical condition.
* BerserkButton: Misattributing a green's work, or worse, taking credit for it. This goes double if the culprit is a lesser species like a human, and even greens who've never heard of the slighted dragon will take great offense on their behalf.
* ChallengeSeeker: As a lack of challenge can mean stagnation, greens tend to seek out difficult tasks. These can range from frustrating social interactions to semi-dangerous fights, so long
as LawfulNeutral.%%In-universe
it's not something that can be bested easily.
* GemstoneAssault: ChameleonCamouflage: Old and older green dragons can hide in any natural terrain just by standing still, even without cover or concealment. The fact that this works equally well in deserts and caves despite the vast difference in coloration indicates they can actually change color biologically, as the ability is non-magical in nature.
* DeadlyGas:
Their breath weapon is a flurry weapons consist of razor-sharp crystals.
a cloud of deadly gas -- acidic in 1st edition, toxic in 2nd.
* TheGoodKing: Crystal dragons habitually form personal empires and fiefdoms EnchantedForest: Their preferred habitat are vast, primal forests where the trees tower over even their own sizable forms, and actively cultivate their home woodlands to turn them into this.
* FisherKing: A forest in a green dragon's territory tends to be in better condition that nearby woodlands, as
they rule over other natives view the condition of their plane domain as a reflection of themselves.
* FriendlyEnemy: So long as there isn't a specific reason for enmity, they get along quite well with bronzes due to their respect for fellow scholars.
* GeniusBruiser: No less physically dangerous than any other dragon, greens are naturally gifted at mathematics. They typically leverage this gift towards magical theory, astronomy, planar research, and other advanced subjects.
* GreenThumb: Green dragons develop a number of ways to manipulate plant life as they mature,
such as dwarves, mephits, oreads the ability to hasten plant growth or to animate and shaitan genies. Unlike control trees.
* HeelFaceTurn: More greens abandon their evil ways than all other chromatics combined. That said, few actually go all
the brine way to Good, settling instead into some strain of Neutral.
* HornsOfVillainy: A large rhino-like horn on their nose. This actually becomes a problem as they grow older and the horn begins to create a blind spot, so many carve or otherwise shape it to be less obtrusive.
* KissKissSlap: Their competitive natures mean most reproductive trysts end in violence when one points out a flaw in the other.
* MookMaker: They can temporarily animate trees as treants to serve as minions.
* NobleDemon: Compared to other evil
dragons, green dragons at least have a sense of [[VillainousVirtues honor]], and they are noted to be actually good rulers -- they are fiercely protective more open to diplomacy than the other kinds of chromatic dragons. They're also the most likely chromatics to abandon evil in favor of neutrality or even benevolence, although it's still a small portion of their subjects, handle fights and disputes personally without expecting them to get involved and provide a refuge from the slavery common in the powerful shaitan empire numbers that rules over large parts of the Plane of Earth.
ever does that.
* {{Narcissist}}: Crystal dragons are incredibly vain about PoisonousPerson: In 2nd Edition, their appearances, and enjoy filling their lairs with mirrors and effective crystals in which to regard themselves. Gifts of fine mirrors are good ways to curry their favor; insults, intended or not, about their appearances are a good way to earn their wrath.
* NeatFreak: Crystal dragons lead very orderly lives, and this extends to their surroundings: they keep their lairs and hoards fastidiously ordered and organized, disdaining the untidy sprawl of treasure that most other dragons favor.
* SuperScream: Their
breath weapon is a cone cloud of sonic force.
toxic gas that poisons anyone standing within it.
* TakenForGranite: When a crystal dragon bites another creature, it can {{Pride}}: They will grant others access to their research not out of any sense of altruism, but to make sure they get credit and admirations for their discoveries.
* StealthExpert: Besides their ability to blend in with any terrain, they
leave crystals embedded in its flesh that will gradually transform no tracks or other signs of their flesh into more of themselves, eventually turning passage unless they so choose to.
* SuperNotDrowningSkills: Like black dragons, greens can breathe underwater.
* VillainousVirtues: They're moderate and self-controlled to an extend that rivals gold dragons, they focus on self-improvement both physically and mentally, and they actually cultivate and grow
the victim into a crystal statue.

!!Magma
forests in their territories.
* WeHaveReserves: Not in combat, but greens will happily spend the lives of many hundreds of lesser lifeforms for their research.
* WhenTreesAttack: Green dragons can animate trees to aid them in battle.

!!Red
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_magma_dragon.png]]
org/pmwiki/pub/images/pathfinder_red_dragon.png]]
[[caption-width-right:350:"Be assured that no known language contains a singular word to describe the awesome and terrible power of red dragons."]]
->'''Level:''' 4-20
6-22
->'''Alignment:''' ChaoticNeutral
ChaoticEvil
->'''Size:''' Tiny Small to Gargantuan

The dragons of elemental fire, magma dragons are volatile and unpredictable creatures who rarely form any sort of constructive societies, often developing deep rivalries with one another before even leaving
Colossal

When you think dragon, this is probably what pops into your head. Incredibly powerful, ruling over
their nests. However, individual specimens have been known to amass complex networks of minions domains with an iron fist, and at least one mostly organized society of magma dragons inhabits all too willing to reduce the Emberen Recess within the Plane merest potential of Fire.a problem to ash.



* ElementalPersonalities: Magma dragons, the primal dragons of elemental fire, are impulsive, emotional beings with a species-wide case of HairTriggerTemper.
* HairTriggerTemper: They're very temperamental and prone to violent mood swings. Even other dragons consider them volatile, unbalanced and borderline insane.
* LavaMagicIsFire: Magma dragons are the primal representatives of elemental fire, which they phyiscally embody specficially by resembling and manipulating molten rock.
* MagmaMan: Their skin resembles a thin black crust of rock, with rivulets of lava flowing from where it fissures. They can also breathe a jet of lava as a breath weapon to replace their original fire, which is in turn replaced later on by a glob of lava that solidifies on contact with the target.
* PlayingWithFire: They can cast ''burning hands'', ''wall of fire'' and ''produce flame'' at will.
* VolcanicVeins: Literally. A magma dragon's stony skin is crisscrossed by glowing cracks and fissures dripping with molten lava.

!!Umbral Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/umbral_dragon.png]]
->'''Level:''' 6-22
->'''Alignment:''' NeutralEvil
->'''Size:''' Small to Colossal

Normally native to the Netherworld, umbral dragons often settle down on Golarion proper, seeking out places that remind them of home, such as the dark hearts of forests, foreboding mountains, gloomy swamps and the darkest depths of the earth.

to:

* ElementalPersonalities: Magma dragons, AlwaysChaoticEvil: There is exactly one recorded instance in all of history of a red dragon that wasn't evil. The rest are as vile and monstrous as they come.
* EvilCounterpart: Traditionally to gold dragons. Both are immensely powerful paragons of dragonhood and closely tied to
the primal dragons element of elemental fire, are impulsive, emotional beings with a species-wide case of HairTriggerTemper.
* HairTriggerTemper: They're very temperamental and prone to violent mood swings. Even other dragons consider them volatile, unbalanced and borderline insane.
* LavaMagicIsFire: Magma dragons are
as well as the primal strongest representatives of elemental fire, which they phyiscally embody specficially by resembling their respective septs. However, reds are hateful and manipulating molten rock.
* MagmaMan: Their skin resembles a thin black crust of rock, with rivulets of lava flowing from
sadistic where it fissures. They can the golds are benevolent and peaceful, violently destructive where the golds are mentoring, and proud to be feared and loathed where the golds are respected and admired. They're also breathe a jet both incredibly proud and arrogant, with the golds' tendency for casual condescension being mirrored in the reds' delusions of lava godhood, and gold dragons are the only creatures alive that the reds treat with something approaching respect.
* ExtremeOmnivore: The fires that burn within the bodies of red dragons allow them to process and digest almost anything they can fit down their gullets -- there are very few types of animals, plants or mineral substances that a red cannot, in a pinch, digest and gain nutrition from.
* FireIsRed: Red dragons are the only chromatic dragons with access to fire
as a breath weapon or to replace their original fire, which is in turn replaced later on by fire-related abilities, and these abilities are more extensive and developed than what metallic dragons have.
* AGodAmI: Their ego makes it nigh impossible for them to consider anything greater than themselves, so they have
a glob of lava tendency to declare themselves as gods.
* LawOfChromaticSuperiority: It's only natural
that solidifies on contact with the target.
red dragons are the strongest, most magically adept and most widely-feared of all dragons.
* PlayingWithFire: They can cast ''burning hands'', ''wall Red dragons have the most traditional dragon BreathWeapon of fire'' all, a jet of fire. In addition, adult red dragons gain an aura of intense heat surrounding their bodies that causes damage to anyone standing near them, as well as the ability to manipulate fire and ''produce flame'' at will.
flames.
* VolcanicVeins: Literally. A magma dragon's stony skin is crisscrossed by glowing cracks {{Pride}}: Reds are extremely proud beings: they are some of the strongest and fissures dripping most powerful entities they are likely to ever encounter, and they know this very well. As a result, old and powerful reds are some of the most prideful and arrogant beings alive, viewing themselves as so close to godhood that most don't even bother with molten lava.

!!Umbral
religion out of deep-seated dislike for admitting that there's anything mightier than themselves.

!!White
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/umbral_dragon.org/pmwiki/pub/images/pathfinder_white_dragon.png]]
[[caption-width-right:350:"White dragons are stupid, weak, savage, and pathetic -- [[OvershadowedByAwesome as dragons go]]."]]
->'''Level:''' 6-22
2-18
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' Small Tiny to Colossal

Normally native to
Gargantuan

The least of
the Netherworld, umbral chromatics, white dragons often settle down on Golarion proper, seeking out places that remind them are nonetheless masters of home, such as their domains due to making their homes far in the dark hearts of forests, foreboding arctic where no other true dragons go. In temperate climes they lair in high, cold mountains, gloomy swamps which can often bring them into conflict with the red and the darkest depths of the earth.silver dragons that also live there.



* BeneathTheEarth: There's a fairly sizable population of them inhabiting the Vaults of Orv, the deepest level of the Darklands, where they rule over the vault known as the Midnight Mountains.
* CastingAShadow: They can breathe a cone of shadows to blind foes, create areas of magic darkness, hide themselves within shadows and travel through them, and raise those they kill as {{Living Shadow}}s under their control.
* DirtyCoward: Umbral dragons have no interest in anything resembling a fair fight. They happily prey on those weaker than themselves, but as soon as a foe actually manages to strike back at them they flee back into the shadows to lick their wounds and plot ways to get revenge without actually having to risk themselves.
* ElementalPersonalities: Umbral dragons, the primal dragons of shadow, are scheming, secretive and ambitious, hiding themselves in desolate lairs while their nurse long-running plots for influence and power.
* FoodChainOfEvil: Unlike many other evil creatures that feed primarily off of humanoids, the umbral dragons' favorite prey are the undead. This is sometimes exploited by humanoids plagued by undead, such as a group of priests of the death goddess Pharasma who bribed a young umbral dragon into moving to the Mana Wastes to hunt the local specters and ghosts.
* LifeDrain: They can cast ''vampiric touch'' at will to siphon off other creatures' lifeforce.
* TouchTheIntangible: They can interact with spectral undead as if they were corporeal creatures -- a useful trait for them, as ghosts, specters, shadows and the like are their favorite source of food.

to:

* BeneathTheEarth: There's AnIcePerson: Their BreathWeapon is a fairly sizable population gale of freezing air, and they have access to a number of ice-based abilities, such as the power to create localized blizzards or to shape and control ice and snow.
* ButtMonkey: Their stupidity and relative weakness makes
them inhabiting the Vaults a laughingstock among other dragons. [[NotSoHarmlessVillain Not that they're not capable of Orv, the deepest level casually wiping a Humanoid settlement off of the Darklands, where they rule over map]].
* DumbMuscle: White Dragons are some of
the vault known as the Midnight Mountains.
* CastingAShadow: They can breathe a cone of shadows to blind foes, create areas of magic darkness, hide themselves within shadows and travel through them, and raise those they kill as {{Living Shadow}}s under their control.
* DirtyCoward: Umbral
only true dragons have no interest in anything resembling a fair fight. that are, across the board, ''dumber'' than most humanoids.
* OvershadowedByAwesome: White dragons are not, on an objective scale, weak creatures.
They happily prey on those weaker than themselves, but as soon as a foe actually manages to strike back at them they flee back into the shadows to lick their wounds and plot ways to get revenge without actually having to risk themselves.
* ElementalPersonalities: Umbral
are still dragons, the primal dragons of shadow, after all, and older whites are scheming, secretive and ambitious, hiding themselves in desolate lairs while their nurse long-running plots for influence and power.
* FoodChainOfEvil: Unlike
many other evil cases the among the most powerful and dominant creatures that feed primarily off of humanoids, the umbral dragons' favorite prey are the undead. This is sometimes exploited by humanoids plagued by undead, such as a group of priests of the death goddess Pharasma who bribed a young umbral dragon into moving to the Mana Wastes to hunt the local specters and ghosts.
* LifeDrain:
in their icy arctic homes. They can cast ''vampiric touch'' at will simply have the poor fortune to siphon off other creatures' lifeforce.
* TouchTheIntangible: They can interact
be in the same family as red, blue and green dragons and of sharing their preferred habitats with spectral undead as if they were corporeal creatures -- a useful trait for them, as ghosts, specters, shadows both the more powerful silver dragons and the like are more numerous and organized frost giants. While mighty by humanoid standards, whites rarely shine against either their favorite source of food.relatives or their neighbors.



[[folder:Imperial Dragon]]
Serpentine, antlered and wingless dragons, the imperial dragons are the dominant draconic species in the continent of Tian Xia. They are much more deeply tied to their humanoid neighbors than western dragon breeds are, and often closely involved in the affairs of their kingdoms. In second edition, they're given closer ties to the elements in a pattern matching the traditional Chinese five-element model.

to:

[[folder:Imperial [[folder:Metallic Dragon]]
Serpentine, antlered and wingless The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of the chromatic dragons, the imperial older metallic dragons are some of the dominant draconic species in the continent of Tian Xia. They are much more deeply tied to their humanoid neighbors than western dragon breeds are, and often closely involved in the affairs of their kingdoms. In second edition, they're given closer ties to the elements in a pattern matching the traditional Chinese five-element model.most world-shakingly powerful beings on Golarion. [[GoodIsImpotent Now if only they would do something...]]



* ElementalRockPaperScissors: In Second Edition, they follow a version of this based on the classical Chinese model. Each variety is aligned with one element -- fire, water, earth, metal or plants -- and finds its powers hindered by an opposing element while becoming stronger if targeted with a specific third.
* FarEast: They are the native dragons of Tian Xia, ''Pathfinder'''s stand-in for eastern Asia, and are themselves inspired by the dragons from Chinese, Japanese and other East Asian mythologies.
* FeedItWithFire: In Second Edition, targeting an imperial dragon with a weapon or attack based off of the element that they resist will only make them stronger.
* {{Flight}}: Like all dragons, imperial dragons can fly with ease, and are skilled and graceful fliers as well. However, as the only dragons with no wings, their flight is entirely supernatural in nature.
* HornAttack: All imperial dragons can use their antlers for goring attacks.

!!Forest Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_forest_dragon.png]]
->'''Level:''' 6-22
->'''Alignment:''' ChaoticEvil

to:

* ElementalRockPaperScissors: In Second Edition, they follow a version of this based on the classical Chinese model. Each variety is aligned with one element -- fire, water, earth, metal or plants -- and finds its powers hindered by an opposing element while becoming stronger if targeted with a specific third.
* FarEast: They are the native dragons of Tian Xia, ''Pathfinder'''s stand-in for eastern Asia, and are themselves inspired by the dragons from Chinese, Japanese and other East Asian mythologies.
* FeedItWithFire: In Second Edition, targeting an imperial dragon with a weapon or attack based off of the element that they resist will only make them stronger.
* {{Flight}}: Like all
BreathWeapon: Unlike chromatic dragons, imperial metallics get two breath weapons: one that deals direct damage and one that induces a status effect.
* FaceHeelTurn: Metallic
dragons can fly with ease, will sometime fall to corruption and are skilled and graceful fliers as well. However, as the only evil, an event dragons with no wings, their flight is entirely supernatural in nature.
call a "tarnishing".
* HornAttack: All imperial GoldSilverCopperStandard: Gold dragons can use their antlers for goring attacks.

!!Forest
are the most powerful and respected of the metallics, followed by silver dragons, then bronze dragons, and finally brass and copper dragons. They also follow this as an informal social system of sorts, with gold dragons generally being the most influential and respected among the metallic breeds.

!!Gold
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_forest_dragon.png]]
org/pmwiki/pub/images/pathfinder_gold_dragon.png]]
[[caption-width-right:350:"In a world ever in flux, it is the unmistakably powerful golds who seem to remain unchanging fixtures within it."]]
->'''Level:''' 6-22
7-23
->'''Alignment:''' ChaoticEvilLawfulGood



Also called dilungs, these vile, aggressive dragons inhabit deep forests. They hate everything to do with progress and civilization, preferring to live deep in the wild alongside animals and monsters.

to:

Also called dilungs, these vile, aggressive The metallics ''par excellence'', gold dragons inhabit deep forests. They hate everything to do with progress are creatures of immense power and civilization, preferring to live deep in boundless paternalistic benevolence, keeping the wild alongside animals company of celestial beings and monsters.seeing the rest of mortalkind as children in need of guidance.



* DishingOutDirt: In First Edition, their breath weapon is a hail of rocky shards, and they gain a number of earth-based abilities and magical tricks as they age, such as petrifying foes and summoning earth elementals.
* EnchantedForest: They inhabit deep, primal forests throughout Tian Xia, and gain a number of abilities centered on increasing their ability to move in thickly forested areas.
* FeedItWithFire: In Second Edition, if a forest dragon is struck by a water-based attack it takes no damage and instead gains temporary hit points.
* GreenThumb: In Second Edition, forest dragons are closely tied to plant life and possess a number of abilities pertaining to it, such as turning themselves into trees and magically controlling and speaking with plants.
* PlantPerson: In Second Edition, as forest dragons age, their skin hardens into bark, their hair grows mossy, and leaves sprout from their horns.
* {{Retcon}}: In First Edition, they have the Earth subtype and mostly earth-themed spells and abilities. Second Edition changes them to be closely tied to plant life instead, exchanging earth-shaping magic for plant-based spells and their rocky BreathWeapon for a swarm of insects.
* SummonMagic: In First Edition, particularly old forest dragons can summon greater earth elementals when they use their breath weapon.
* TakenForGranite: In First Edition, great wyrm forest dragons have the ability to petrify any creature that their BreathWeapon reduces to 0 or less hit points, instantly killing them.
* {{Transflormation}}: In Second Edition, adult and older forest dragons can turn themselves into trees at will. In addition, when ancient and older ones kill another creature with a bite attack, their target is turned into living wood. The resulting statue can turn into a tree over time, but cannot be used to resurrect its former self.

!!Sea Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sea_dragon_9.png]]
->'''Level:''' 4-20
->'''Alignment:''' ChaoticGood

to:

* DishingOutDirt: AlwaysLawfulGood: Gold dragons are, among all the metallic dragons, the least likely to ever tarnish away from empathy and benevolence. In First Edition, fact, such an event only ever happened once in recorded history, and the dwarves who eventually found the tarnished gold's body even thought they had discovered a new breed of chromatic "yellow dragons" rather than a fallen metallic.
* BefriendingTheEnemy: Their ageless wisdom can allow them to reason with
their enemies and turn them into allies or abandon their evil ways. Learning to use this trope wisely becomes a major theme in ''[[VideoGame/PathfinderWrathOfTheRighteous Pathfinder: Wrath of The Righteous]]'' during the Golden Dragon Mythic Path.
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed and needs to be taken down.
* KnockoutGas: Older dragons can use these instead of their fire
breath weapon is a hail of rocky shards, and they gain a number of earth-based abilities and magical tricks as they age, such as petrifying foes and summoning earth elementals.
* EnchantedForest: They inhabit deep, primal forests throughout Tian Xia, and gain a number of abilities centered on increasing
to incapacitate their enemies.
* IncorruptiblePurePureness: Unlike other metallics, they are borderline immune to falling to madness. They can even lead other dragons who are in the process of falling back to lucidity.
* KnightInShiningArmor: Their main shtick is hunting down evil, no matter where it lurks. Unfortunately, this makes them the most likely of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient and older gold dragons can cast ''sunburst'' as spell-like
ability to move in thickly forested areas.
at will.
* FeedItWithFire: In Second Edition, if a forest dragon is struck by a water-based attack it takes no damage and instead gains temporary hit points.
* GreenThumb: In Second Edition, forest
LightIsGood: The golds are the most noble dragons are closely tied to plant life and possess a number of abilities pertaining to it, such as turning themselves into trees and magically controlling and speaking the ones most associated with plants.
light.
* PlantPerson: In Second Edition, as forest MyGrandsonMyself: Gold dragons age, often take on humanoid guises to blend into other species' societies; however, since most dragons will outlive even the most long-lived elves by millennia, they generally need to at least put on a pretense of aging. While golds will generally fake their skin hardens into bark, own deaths once their hair grows mossy, and leaves sprout from "lifetimes" are up, ones particularly attached to their horns.
* {{Retcon}}: In First Edition, they have the Earth subtype and mostly earth-themed spells and abilities. Second Edition changes them to be closely tied to plant life instead, exchanging earth-shaping magic for plant-based spells and
guises will pose as their rocky own children, grandchildren and so on. While this tends to work fine at first, their neighbors tend to catch wise to there being something fishy going on after a few generations of single people suddenly producing grown children out of nowhere.
* TheParagon: They're always ready to stand against great evil, but one of their favorite passtimes is inspiring others to find the courge and strength to battle evil themselves.
* PlayingWithFire: Their
BreathWeapon for is a swarm cone of insects.
* SummonMagic: In First Edition, particularly old forest dragons can summon greater earth elementals when
fire, and as they use age they develop of fiery aura as well.
* TheRedeemer: If a villain has a shred of humanity left in
their breath weapon.
* TakenForGranite: In First Edition, great wyrm forest dragons have the ability
heart, a gold dragon will try its best to petrify any creature that their BreathWeapon reduces to 0 or less hit points, instantly killing them.
* {{Transflormation}}: In Second Edition, adult
bring it out and older forest dragons can turn themselves into trees at will. In addition, when ancient and older ones kill another creature with a bite attack, their target is turned into living wood. The resulting statue can turn into a tree over time, but cannot be used to resurrect its former self.

!!Sea
redeem them.

!!Silver
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sea_dragon_9.org/pmwiki/pub/images/pathfinder_silver_dragon.png]]
[[caption-width-right:350:"Some humans mistakenly call silver dragons the paladins of dragons, but doing so ignores the very fact that silver dragons existed long before paladins and follow codes more limiting than humans can fathom."]]
->'''Level:''' 4-20
6-22
->'''Alignment:''' ChaoticGoodLawfulGood



Also known as jiaolungs, these are benevolent, blue-scaled dragons who live in the oceans. They are generally benevolent beings and revered as protectors by people who make their living on the sea, but can be as fickle and unpredictable as the ocean.

to:

Also known as jiaolungs, these are benevolent, blue-scaled Silver dragons who live in the oceans. They are generally benevolent beings knights and revered as protectors by people who make crusaders, devoting their living on lives to fighting evil and championing goodness. Their immensely strict codes of ethics help ensure that they live up to the sea, lofty ideals they hold... but can be as fickle silver dragons fall more often than any other metallic dragons, and unpredictable as the ocean.when they fall they fall ''hard''.



* ElementalShapeshifting: When targeted by a physical or fire-based attack, sea dragons turn into water for a split second to increase their defense against it.
* MakingASplash: They can control water to an extensive degree, to the point of being able to create full-sized tidal waves. They can also launch a jet of water instead of their usual breath weapon, a cone of scalding steam, and can move with supernatural ease as long as they're in the water.
* MaterialMimicry: In Second Edition, striking a sea dragon with a weapon made out of metal or with a spell that uses metal will turn many of the dragon's scales into metal of the kind used, increasing their armor for the duration of the fight.
* SeaMonster: As if the name "sea dragon" hasn't made it clear, these giant reptilian creatures live in the oceans.
* TeleportationWithDrawbacks: As long as they're immersed in a body of water, they can disappear from it and reappear in any other one of their choosing.

!!Sky Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sky_dragon.png]]
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Sky dragons, or tienlungs, are wise and noble creatures who spend much of their long lives high in the sky. They are unusual among dragons for their great religious piety, and are often sought out by hopefuls seeking wisdom and guidance.

to:

* ElementalShapeshifting: When targeted by a physical or fire-based attack, sea dragons turn into water for a split second to increase their defense against it.
* MakingASplash: They can control water to an extensive degree, to the point of being able to create full-sized tidal waves. They can also launch a jet of water instead of their usual breath weapon,
AnIcePerson: Their BreathWeapon is a cone of scalding steam, freezing air, and can move with supernatural ease they gain a damaging aura of cold as long as they're in they age.
* CloserToEarth: They have probably
the water.
best understanding of the Humanoid races they protect out of all the metallic dragons.
* MaterialMimicry: In Second Edition, striking TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes and traditions governing almost every facet of their lives, and only allow themselves to undertake important actions -- crusading, warring, meditating, praying, hunting, mating -- for very specific reasons, at very specific times and/or in very specific, ritualized manners. They even used to have strictures governing how and when they were allowed to ''defecate'', until a sea scandalized copper dragon with petitioned a weapon made out council of metal or with a spell that uses metal will turn many of the dragon's scales into metal of the kind used, increasing their armor for the duration of the fight.
* SeaMonster: As if the name "sea dragon" hasn't made it clear,
golds to have these giant reptilian creatures live in the oceans.
lifted.
* TeleportationWithDrawbacks: As long as they're immersed in a body of water, they can disappear from it FaceHeelTurn: Silvers are more prone to tarnishing and reappear in slipping into uncaring neutrality or outright evil than any other one type of metallic dragon -- although it's still a rare thing, in absolute terms -- which some theorize is linked to their choosing.

!!Sky
obsession with imposing strict rules and codes of conduct upon themselves.
* TheParalyzer: Their ''other'' BreathWeapon allows them to be this, paralyzing anyone who fails their saving throw.
* VoluntaryShapeshifting: Technically, most dragons can Polymorph. That said, silver dragons are the only ones that respect other races enough to do it on any kind of regular basis.
* SolidClouds: They can walk on clouds as if they were solid ground.

!!Brass
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sky_dragon.png]]
org/pmwiki/pub/images/pathfinder_brass_dragon.png]]
[[caption-width-right:350:"A brass dragon knows everyone worth knowing in the nearby cities, and many not worth knowing."]]
->'''Level:''' 5-21
3-19
->'''Alignment:''' LawfulGood
ChaoticGood
->'''Size:''' Small Tiny to Colossal

Sky dragons, or tienlungs, are wise and noble creatures who spend much of their long lives high in the sky. They are unusual among
Gargantuan

Brass
dragons for are intensely social creatures, and greatly enjoy the company of other dragons and of humanoids alike. They frequently visit human cities, rarely bothering to conceal their great religious piety, true forms when doing so, and form enormous social networks around themselves that they use to keep tabs on the communities they are often sought out by hopefuls seeking wisdom and guidance.part of.



* BlowYouAway: Although this is less emphasized that their connection with electricity, they are creatures of the air, and can manipulate air and wind as they please.
* PiousMonster: Sky dragons maintain a strong religious tradition and a sincere reverence for the gods, something unique among the generally irreligious dragons.
* ShockAndAwe: Their breath weapon is a cone (in First Edition) or a ball (in Second) of lightning, which when used by a particularly old dragon can affect even creatures resistant or immune to electricity. They also gain a number of spells and abilities focusing on electricity, such as the ability to summon thunderstorms or throw thunderbolts.
* WeatherManipulation: Old or older sky dragons can summon thunderstorms. They can also create fog, or summon various kinds of inclement weather such as sleet.

!!Sovereign Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sovereign_dragon.png]]
->'''Level:''' 7-23
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

These magnificent golden dragons, known in Tian Xia as lungwangs, are charged by the gods with safeguarding harmony and peace; originally advisors and kingmakers, they have over time become rulers themselves. This status is somewhat contentious among the other imperial dragons, who suspect them to have sacrificed their connection to the elements in exchange for forbidden magic due their unique lack of vulnerability or strength towards elemental attacks.

to:

* BlowYouAway: Although this is less emphasized that their connection with electricity, they are creatures of the air, and can manipulate air and wind as they please.
* PiousMonster: Sky
DishingOutDirt: Brass dragons maintain a strong religious tradition have the ability to control sand and a sincere reverence for the gods, something unique among the generally irreligious dragons.
summon sandstorms.
* ShockAndAwe: ForcedSleep: Their secondary breath weapon is a cone (in First Edition) or a ball (in Second) cloud of lightning, which when used by sleep-inducing gas.
* ObfuscatingStupidity: The natural gaiety and light-heartedness of brasses often leads to them being perceived as foolish and scatterbrained simpletons, an image they deliberately cultivate to lead their opponents to underestimate them.
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain
a particularly old fiery damaging aura as they age.
* SummonMagic: Brass
dragon can affect even creatures resistant or immune to electricity. They also gain a number of spells and abilities focusing on electricity, such as the ability to summon thunderstorms or throw thunderbolts.
* WeatherManipulation: Old or older sky dragons
great wyrms can summon thunderstorms. They can also create fog, or summon various kinds of inclement weather such as sleet.

!!Sovereign
a noble djinni once a day.

!!Copper
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sovereign_dragon.png]]
org/pmwiki/pub/images/pathfinder_copper_dragon.png]]
[[caption-width-right:350:"Those with a mission of mercy to perform, a tyrant to overthrow, or a wrong to right cannot hope to find a more enthusiastic supporter than a copper dragon -- [[AttentionDeficitOohShiny for a time]]."]]
->'''Level:''' 7-23
4-20
->'''Alignment:''' TrueNeutral
ChaoticGood
->'''Size:''' Small Tiny to Colossal

These magnificent golden dragons, known in Tian Xia as lungwangs,
Gargantuan

Mercurial, emotional and intensely freedom-loving, copper dragons
are charged by the gods with safeguarding harmony and peace; originally advisors and kingmakers, they have over time become rulers themselves. This status is somewhat contentious among most inconstant members of the other imperial dragons, who suspect them to have sacrificed metallic sept -- while their connection to the elements in exchange for forbidden magic due sense of morality is as strong as any metallic's, their unique lack of vulnerability or strength towards elemental attacks.attention span is quite low and often prevents them from fully devoting themselves to whichever case they've impulsively sworn themselves to. They're also quite emotional, and the most likely metallics to rampage.



* ArmoredDragons: Sovereign dragons always go clad in their distinctive golden armor. Humanoids find this very impressive, but other dragons think it's kind of ridiculous.
* DealWithTheDevil: While there's no definitive proof either way, other imperial dragons suspect that the lungwangs made a bargain with something in the past where they sacrificed their elemental affinities in exchange for forbidden arcane magic.
* DishingOutDirt: They have some magical control over stone, which they can shape and mold to their liking.
* InstantArmor: Old sovereign dragons can cover themselves in their armor, and also dismiss said armor, at will.
* SuperScream: Their breath weapon is a cone of sonic force charged with psychic energy.

!!Underworld Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_underworld_dragon.png]]
->'''Level:''' 3-19
->'''Alignment:''' LawfulEvil
->'''Size:''' Tiny to Gargantuan

Futsanglungs, as they are also known, are cruel, tyrannical dragons who live deep underground. They are the living embodiments of the burning forces beneath the earth and skilled alchemists, and spend their long lives gathering treasure and rare reagents from the bowels of the earth.

to:

* ArmoredDragons: Sovereign AcidAttack: Their BreathWeapon is a line of acid.
* BrownNote: A great wyrm copper dragon can tell a joke so funny you die laughing if you hear it.
* TheGadfly: They enjoy a good joke and are generally quite quick to politely point out flaws in plans. They also enjoy annoying and frustrating enemies when fighting, and have a number of abilities themed around forcing others to laugh.
* ThePrankster: Of the non-malicious sort, considering they are good aligned.
* WeakButSkilled: They are the weakest of the metallic
dragons always go clad in their distinctive golden armor. Humanoids find this very impressive, by a fair margin, but other dragons think it's kind of ridiculous.
* DealWithTheDevil: While there's no definitive proof either way, other imperial dragons suspect that the lungwangs made a bargain with something in the past where they sacrificed their elemental affinities in exchange for forbidden arcane magic.
* DishingOutDirt: They have some magical control over stone, which they can shape and mold
tend to their liking.
* InstantArmor: Old sovereign dragons can cover themselves in their armor, and
also dismiss said armor, at will.
* SuperScream: Their breath weapon is a cone of sonic force charged with psychic energy.

!!Underworld
be quite quick-witted and creative, even by Dragon [[SuperIntelligence standards]].

!!Bronze
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_underworld_dragon.png]]
org/pmwiki/pub/images/pathfinder_bronze_dragon.png]]
[[caption-width-right:350:"You can trust a bronze dragon with your secrets, your gold, your dearest treasures. A bronze would rather die than betray that trust"]]
->'''Level:''' 3-19
5-21
->'''Alignment:''' LawfulEvil
LawfulGood
->'''Size:''' Tiny Small to Gargantuan

Futsanglungs, as they are also known, are cruel, tyrannical
Colossal

Bronze
dragons who live deep underground. They are hermits among the living embodiments metallics, rarely seeking to involve themselves in the affairs of the burning forces beneath the earth wider world and skilled alchemists, and preferring to spend their long lives gathering treasure time reading and rare reagents from the bowels researching in their lairs. They also frequently act as guardians of the earth.precious or dangerous objects, as they have few objections to sitting in one place for years at a time to stand watch over their charge.



* BeneathTheEarth: They prefer to make their lairs deep underground, carving extensive complexes of mazelike tunnels deep beneath the world.
* FantasyMetals: Their claws are made of solid adamantine.
* FastTunnelling: Their Underworld Burrower ability allows them to dig extremely fast, gaining speed the older they get.
* FeedItWithFire: Striking an underworld dragon with a wooden weapon or a plant-based spell simply stokes their internal fires, recharging their breath weapon and strengthening their fiery bites.
* MagmaMan: They can cause volcanic eruptions by digging straight down into the earth, then bursting back to the surface while spouting lava instead of their usual breath weapon.
* PlayingWithFire: Their breath weapon is a gout of fire and flames hot enough to melt solid rock. In addition, their bites are laced with fire, they constantly create auras of sweltering heat around themselves, and they can naturally cast fire-based spells such as ''wall of fire'' and ''continual flame''.

to:

* BeneathTheEarth: They TheHermit: Bronze dragons are the least sociable of the metallics and prefer to make spend their lairs deep underground, carving extensive complexes of mazelike tunnels deep beneath time alone with their books and research, often spending years or decades at a time holed up in seclusion before being forced to return to society to acquire new reading material.
* MakingASplash: Bronze dragons are
the world.
* FantasyMetals: Their claws are made
most aquatic of solid adamantine.
* FastTunnelling: Their Underworld Burrower
the standard dragons, and gain a number of water-related abilities as they age, culminating in the ability allows them to dig extremely fast, gaining speed the older they get.
create vortexes and tidal waves.
* FeedItWithFire: Striking an underworld MisunderstoodLonerWithAHeartOfGold: Solitary, even by dragon with a wooden weapon or a plant-based spell simply stokes their internal fires, recharging their breath weapon and strengthening their fiery bites.
standards, but firmly good nonetheless.
* MagmaMan: They can cause volcanic eruptions by digging straight down into the earth, then bursting back to the surface while spouting lava instead of their usual breath weapon.
* PlayingWithFire:
ShockAndAwe: Their breath weapon BreathWeapon is a gout line of fire and flames hot enough to melt solid rock. electricity. In addition, their bites old bronze dragons are laced with fire, they constantly create auras of sweltering heat around themselves, and they can naturally cast fire-based spells such as ''wall of fire'' and ''continual flame''.surrounded by an electrified aura that damages those close to them.



[[folder:Outer Dragon]]
Dwelling on alien planets or in the depths of space, outer dragons are mostly neutral and possess strange abilities. Unlike the Frightful Presence common to other true dragons, they have an [[BrownNote Alien Presence]] that affects enemies in different ways depending on species, and are capable of interstellar flight.

!!Lunar Dragon
->'''Level:''' 5-21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small to Colossal

* AttackReflector: They have the ability to bounce ranged touch attacks right back at their attacker.
* AnIcePerson: Their BreathWeapon. It's so cold it can partially affect creatures that are immune to cold. They are also immune to cold temperatures, but vulnerable to fire and heat.
* SilverHasMysticPowers: Their claws count as silver due to their lunar connection.
* StupidityInducingAttack: Their Alien Presence affects opponents with Touch of Idiocy or Feeblemind, temporarily reducing those weak enough to drooling idiots by mere proximity, and their breath can also cause confusion.

!!Solar Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal

to:

[[folder:Outer [[folder:Primal Dragon]]
Dwelling on alien planets or in the depths A subset of space, outer true dragons are mostly neutral and possess strange abilities. Unlike the Frightful Presence common to other true dragons, they have an [[BrownNote Alien Presence]] that affects enemies in different ways depending on species, and are capable of interstellar flight.

!!Lunar Dragon
->'''Level:''' 5-21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small to Colossal

* AttackReflector: They have
inhabit the ability to bounce ranged touch attacks right back at Elemental Planes, the primal dragons base their attacker.
* AnIcePerson: Their BreathWeapon. It's so cold it can partially affect creatures that are immune to cold. They are also immune to cold temperatures, but vulnerable to fire
appearance and heat.
* SilverHasMysticPowers: Their claws count as silver due to their lunar connection.
* StupidityInducingAttack: Their Alien Presence affects opponents with Touch
powers off of Idiocy or Feeblemind, temporarily reducing those weak enough to drooling idiots by mere proximity, the four classical elements and their breath can also cause confusion.

!!Solar Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal
shadow.



* GreenThumb: They can both blight and animate and control plants, stemming from their association with the life-giving light of suns.
* HealingHands: They can channel positive energy to heal those around them.
* LightEmUp: Their Alien Presence blinds people, and they can transform into pure light for mobility.
* PlayingWithFire: Their BreathWeapon. It's so hot it can partially affect creatures that are immune to fire. They are also immune to heat, but vulnerable to ice and cold.
* PowerOfTheSun: Obviously. This grants them abilities relating to fire, light, and life.

!!Time Dragon
->'''Level:''' 7-23

to:

* GreenThumb: They can both blight ElementalDragon: In addition to being dragons, cloud, brine, crystal and animate and control plants, stemming from their association with the life-giving light of suns.
* HealingHands: They can channel positive energy to heal those around them.
* LightEmUp: Their Alien Presence blinds people, and they can transform into pure light for mobility.
* PlayingWithFire: Their BreathWeapon. It's so hot it can partially affect creatures that are immune to fire. They
magma dragons are also immune to heat, but vulnerable to ice elemental beings of air, water, earth, and cold.
* PowerOfTheSun: Obviously. This grants them abilities relating to fire, light,
fire. In 2nd Edition, primal dragons (except the umbral dragon) are classified as both elementals and life.

!!Time
dragons.
* ElementalPlane: Each primal dragon species hails from one of the elemental planes, except for umbral dragons, which inhabit the Netherworld and the Universe.

!!Brine
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brine_dragon_3.png]]
->'''Level:''' 7-233-19
->'''Alignment:''' LawfulNeutral
->'''Size:''' Tiny to Gargantuan

The native dragons of the Plane of Water, the brine dragons rule vast tracts of the elemental sea in the name of their ruler, the elemental lord Kelizandri, and wage a bitter war for supremacy against the krakens with whom they share the plane's depths.
----
* AcidAttack: Their BreathWeapon is a line of acid.
* DefectorFromDecadence: Some brine dragons tire of the tyranny and constant infighting of Kelzandrika, and choose to distance themselves from their kin and birth culture and the Brackish Empire's constant wars. Kelizandri takes poorly to such desertion, though, and such wayward brine dragons often need to live in hiding as a result.
* EarlyInstallmentWeirdness: ''The Great Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as brine ''drakes'' and does not consider them part of a sept of true dragons.
* TheEmpire: The brine dragons of the Elemental Plane of Water inhabit a system of realms collectively known as Kelizandrika, the Brackish Empire, where they rule as tyrants over populations of aquatic humanoids forced into servitude. In turn, the dragons serve the mightiest of the kind, the NeutralEvil power Kelizandri the Brackish Emperor, and have been steadily expanding his rule through the Plane of Water for millennia.
* TheExile: Brine dragons who depart the Brackish Empire can never go home again, for fear of Kelizandri's wrath, and as such have to live the rest of their lives in exile, either in hiding somewhere remote or perpetually on the move.
* FantasticRacism: Typically for dragons, brine dragons see themselves as above other intelligent races, something they tend to express by taking over and ruling large communities of "lesser beings".
* TheNeedsOfTheMany: Brine dragons are fiercely protective of the communities they claim as theirs, but care more about their overall health and strength than about the well-being of any specific individual and are generally quite willing to sacrifice the well-being of a few people for the benefit of the greater whole.
* MakingASplash: As creatures of elemental water, brine dragons have a great deal of direct control their native element and associated concepts, being able to manipulate water in a number of ways or to speak with fish.
* TurtleIsland: Not actually turtles, but close enough in other regards -- they sometimes reach such tremendous sizes that, when forced to take up nomadic lives for whatever reason, they often carry their entire kingdoms on their backs.

!!Cloud Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cloud_dragon.png]]
->'''Level:''' 5-21



* {{Immortality}}: They never die of old age, though their bodies appear to be in a constant state of flux -- parts of them young and others ancient.
* ShockAndAwe: Their BreathWeapon. None of their spells or other abilities have a lightning connection though.
* TimeMaster: Almost all of their abilities are based on this. They can reverse time fractionally, their Alien Presence slows enemies that get too close, and their breath weapon can move temporally displace enemies forward in time. The oldest even have the ability to time travel up to three times to any point in history, an incredibly rare power in Pathfinder.
* TimePolice: They guard against those who would disrupt the temporal order.
* TooAwesomeToUse: As mentioned above, great wyrm time dragons can time travel to any point in time. As they can only use said ability three times in ''their entire life'', they are ''very'' reluctant to use it (it's also unclear if going to another time and returning to the present counts as two uses or one).

!!Void Dragon
->'''Level:''' 5-21
->'''Alignment:''' NeutralEvil
->'''Size:''' Small to Colossal

* EldritchAbomination: They've been tainted by encountering these in the depths of space.
* AnIcePerson: Their BreathWeapon is a cone of ice, and they're immune to cold.
* MindRape: They inflict this on their enemies, and have suffered it themselves.
* PowerOfTheVoid: Naturally. Their bites can reduce enemies to ashes, and their abilities are a blend of madness and negative energy.
* SupernaturalSuffocation: Their breath weapon drives the air out of its targets' lungs and causes them to suffocate for several rounds.
* TokenEvilTeammate: The only of the outer dragons with an evil alignment -- not really their fault, and some still resist.

!!Vortex Dragon
->'''Level:''' 6-22
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal

to:

* {{Immortality}}: They never die of old age, though their bodies appear to be in a constant state of flux -- parts of them young Wanderers and others ancient.
* ShockAndAwe: Their BreathWeapon. None of their spells or other abilities have a lightning connection though.
* TimeMaster: Almost all of their abilities are based on this. They can reverse time fractionally, their Alien Presence slows enemies that get too close, and their breath weapon can move temporally displace enemies forward in time. The oldest even have
explorers native to the ability to time travel up to three times to any point in history, an incredibly rare power in Pathfinder.
* TimePolice: They guard against those who would disrupt the temporal order.
* TooAwesomeToUse: As mentioned above, great wyrm time
Plane of Air, cloud dragons can time travel to any point spend their lives on the move in time. As they can search of whatever may be over the next horizon, only use said ability three times in ''their entire life'', they are ''very'' reluctant to use it (it's also unclear if going to another time and returning to the present counts as two uses or one).

!!Void Dragon
->'''Level:''' 5-21
->'''Alignment:''' NeutralEvil
->'''Size:''' Small to Colossal

* EldritchAbomination: They've been tainted by encountering these in the depths of space.
* AnIcePerson: Their BreathWeapon is a cone of ice, and they're immune to cold.
* MindRape: They inflict this on
their enemies, hidden and have suffered it themselves.
* PowerOfTheVoid: Naturally. Their bites can reduce enemies
well-defended lairs to ashes, and deposit particularly valuable treasures recovered during their abilities are a blend of madness and negative energy.
* SupernaturalSuffocation: Their breath weapon drives the air out of its targets' lungs and causes them to suffocate for several rounds.
* TokenEvilTeammate: The only of the outer dragons with an evil alignment -- not really their fault, and some still resist.

!!Vortex Dragon
->'''Level:''' 6-22
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal
journeys.



* NoSell: They become immune to any effect that blocks teleportation.
* {{Teleportation}}: Their specialty. They can move their bite through rips in space to strike things they shouldn't be able to reach. Many of their spells relate to this, culminating in the ability to teleport between planets.
* VacuumMouth: Their breath weapon can be used to vacuum up an enemy to swallow them easily.
[[/folder]]

[[folder:Esoteric Dragon]]
* PsychicPowers: All esoteric dragons can use various types of psionic powers.

!!Astral Dragon
->'''Level:''' 5-21
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* SeeTheInvisible: Astral dragons have ''see invisibility'' as a constant spell-like ability.

!!Dream Dragon
->'''Level:''' 6-22
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* DreamWalker: A dream dragon can enter a sleeping creature's dream with its physical body, and can tell what a sleeping creature is dreaming of by looking at them.
* DreamWeaver: They can send messages into other beings' sleeping minds and create shared dreams for communication.
* ForcedSleep: Foes hit by a dream dragon's breath attack and fail a saving throw will be put to sleep, and dream dragons are themselves immune to being forced into sleeping or dreaming by external magic.
* ShockAndAwe: They get the ability to spit lighting bolts as a breath weapon.

!!Etheric Dragon
->'''Level:''' 3-19
->'''Alignment:''' TrueNeutral

to:

* NoSell: They become immune to any effect that blocks teleportation.
* {{Teleportation}}: Their specialty.
BlowYouAway: They can move their bite create and control wind and mist through rips in space their connection to strike things they shouldn't be able to reach. Many their element.
* BoldExplorer: Cloud dragons are avid explorers, spending large parts
of their spells relate lives journeying in search of new lands, new sights, new people and new treasures.
* ElementalPersonalities: Cloud dragons, the primal dragons of elemental air, are restless wanderers at heart, and spend their long lives wandering across the planes in search of new wonders and chasing their latest fancies.
* ElementalShapeshifting: They can turn into wisps of cloud and back.
* {{Retcon}}: In ''The Great Beyond: A Guide
to this, culminating the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, the Plane of Air is described as having no native dragons and only being home to immigrant white and silver dragons. After the shift to ''Pathfinder'' 1st Edition, primal dragons became a thing and the cloud dragons of the Plane of Air were retconned into existence, with the justification that Golarion-based scholars simply didn't know of them at first and wrongly assumed that the whites and silvers were the only dragons in the ability to teleport between planets.
plane.
* VacuumMouth: ShockAndAwe: Their main breath weapon can be used to vacuum up an enemy to swallow them easily.
[[/folder]]

[[folder:Esoteric Dragon]]
* PsychicPowers: All esoteric dragons can use various types
is a line of psionic powers.

!!Astral
electricity.

!!Crystal
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crystal_dragon.png]]
->'''Level:''' 5-21
2-18
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* SeeTheInvisible: Astral dragons have ''see invisibility'' as a constant spell-like ability.

!!Dream Dragon
->'''Level:''' 6-22
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* DreamWalker: A dream dragon can enter a sleeping creature's dream with its physical body, and can tell what a sleeping creature is dreaming of by looking at them.
* DreamWeaver: They can send messages into other beings' sleeping minds and create shared dreams for communication.
* ForcedSleep: Foes hit by a dream dragon's breath attack and fail a saving throw will be put to sleep, and dream dragons are themselves immune to being forced into sleeping or dreaming by external magic.
* ShockAndAwe: They get the ability to spit lighting bolts as a breath weapon.

!!Etheric Dragon
->'''Level:''' 3-19
->'''Alignment:''' TrueNeutral
NeutralGood



* OneHitKill: If an ancient or older etheric dragon chooses to activate its grave breath, victims that fail their saving throw will be reduced to -1 hit points.
* SoulEating: Creatures devoured by an etheric dragon have their souls eaten alongside themselves and cannot be brought back without at least a mythic wish.

!!Nightmare Dragon
->'''Level:''' 2-18
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny to Gargantuan

* AcidAttack: Their breath weapon is a cone of acid.
* NightmareWeaver: A great wyrm nightmare dragon can utterly control the dreamscape of another creature, shaping them to suit its wishes, and usually does so to foster the worst nightmares it can devise. It can also cast the regular ''nightmare'' spell as an innate ability.
* SupernaturalFearInducer: The mere presence of a nightmare dragon is able to induce panic.
* YourMindMakesItReal: If a creature's lucid body dies under the control of a nightmare dragon, then its material body also dies.

!!Occult Dragon
->'''Level:''' 2-18
->'''Alignment:''' NeutralGood
->'''Size:''' Tiny to Gargantuan

to:

* OneHitKill: If an ancient or older etheric dragon chooses to activate its grave breath, victims that fail their saving throw will be reduced to -1 hit points.
* SoulEating: Creatures devoured by an etheric dragon have their souls eaten alongside themselves
The dragons of the Plane of Earth, the crystal dragons rule a complex system of scattered and cannot be brought back without at least a mythic wish.

!!Nightmare Dragon
->'''Level:''' 2-18
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny to Gargantuan

* AcidAttack: Their breath weapon is a cone
fractious fiefdoms that, while individually small and vulnerable, are collectively capable of acid.
* NightmareWeaver: A great wyrm nightmare dragon can utterly control
matching the dreamscape Peerless Empire of another creature, shaping them to suit its wishes, the shaitans in terms of land, power and usually does so to foster the worst nightmares it can devise. It can also cast the regular ''nightmare'' spell as an innate ability.
* SupernaturalFearInducer: The mere presence of a nightmare dragon is able to induce panic.
* YourMindMakesItReal: If a creature's lucid body dies under the control of a nightmare dragon, then its material body also dies.

!!Occult Dragon
->'''Level:''' 2-18
->'''Alignment:''' NeutralGood
->'''Size:''' Tiny to Gargantuan
influence.



* BarrierWarrior: An occult dragon has an aura that protects against law, chaos or evil.
* ItemCaddy: Occult dragons can emulate any class or spellcasting ability when using magic items, or appraise any items by sight.
* NoSell: Great wyrm occult dragons can choose to be immune to all divination.
[[/folder]]

[[folder:Planar Dragon]]
->'''Level:''' 8-24
->'''Size:''' Small to Colossal

Planar dragons are the result of true dragons intermingling with the energies of the Outer Planes, eventually becoming entirely new species. They are born in their native planes and return there in old age, but spend their adult lives in the Universe where they shape and rule territories so as to resemble their native homes.

to:

* BarrierWarrior: An occult dragon has an aura that protects against law, chaos or evil.
* ItemCaddy: Occult
BeneathTheEarth: When found in the Universe, crystal dragons can emulate any class prefer to inhabit complex underground cave systems, often going for decades or spellcasting ability when using magic items, or appraise any items by sight.
centuries without ever setting foot on the surface.
* NoSell: CrystallineCreature: Their scales resemble a full-body coating of gems.
* EarlyInstallmentWeirdness: ''The
Great wyrm occult Beyond: A Guide to the Multiverse'', a supplement written before ''Pathfinder'' switched from ''D&D'' 3.5 to its first official edition, describes them as crystal ''drakes'' and does not consider them part of a sept of true dragons, in addition to giving their alignment as LawfulNeutral.%%In-universe
* GemstoneAssault: Their breath weapon is a flurry of razor-sharp crystals.
* TheGoodKing: Crystal
dragons can choose habitually form personal empires and fiefdoms where they rule over other natives of their plane such as dwarves, mephits, oreads and shaitan genies. Unlike the brine dragons, they are noted to be immune actually good rulers -- they are fiercely protective of their subjects, handle fights and disputes personally without expecting them to all divination.
[[/folder]]

[[folder:Planar Dragon]]
get involved and provide a refuge from the slavery common in the powerful shaitan empire that rules over large parts of the Plane of Earth.
* {{Narcissist}}: Crystal dragons are incredibly vain about their appearances, and enjoy filling their lairs with mirrors and effective crystals in which to regard themselves. Gifts of fine mirrors are good ways to curry their favor; insults, intended or not, about their appearances are a good way to earn their wrath.
* NeatFreak: Crystal dragons lead very orderly lives, and this extends to their surroundings: they keep their lairs and hoards fastidiously ordered and organized, disdaining the untidy sprawl of treasure that most other dragons favor.
* SuperScream: Their breath weapon is a cone of sonic force.
* TakenForGranite: When a crystal dragon bites another creature, it can leave crystals embedded in its flesh that will gradually transform their flesh into more of themselves, eventually turning the victim into a crystal statue.

!!Magma Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_magma_dragon.png]]
->'''Level:''' 8-24
4-20
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small Tiny to Colossal

Planar
Gargantuan

The dragons of elemental fire, magma
dragons are the result volatile and unpredictable creatures who rarely form any sort of true constructive societies, often developing deep rivalries with one another before even leaving their nests. However, individual specimens have been known to amass complex networks of minions and at least one mostly organized society of magma dragons intermingling with inhabits the energies of Emberen Recess within the Outer Planes, eventually becoming entirely new species. They are born in their native planes and return there in old age, but spend their adult lives in the Universe where they shape and rule territories so as to resemble their native homes. Plane of Fire.



* HostileTerraforming: Their main schtick -- planar dragons only spend their early youths and extreme old age in the Outer Planes; they migrate to the Inner Planes instead on reaching maturity, and use their magical abilities to tailor their surroundings (and often neighbors) to their liking. This tends to boil down to them making their surroundings more and more like their plane of origin, which while largely a good thing with the Good-aligned kinds... is less than ideal when an Evil-aligned one comes along and claims the countryside in the name of {{Hell}}.

!!Apocalypse Dragon

to:

* HostileTerraforming: Their main schtick -- planar ElementalPersonalities: Magma dragons, the primal dragons only spend of elemental fire, are impulsive, emotional beings with a species-wide case of HairTriggerTemper.
* HairTriggerTemper: They're very temperamental and prone to violent mood swings. Even other dragons consider them volatile, unbalanced and borderline insane.
* LavaMagicIsFire: Magma dragons are the primal representatives of elemental fire, which they phyiscally embody specficially by resembling and manipulating molten rock.
* MagmaMan: Their skin resembles a thin black crust of rock, with rivulets of lava flowing from where it fissures. They can also breathe a jet of lava as a breath weapon to replace
their early youths and extreme old age in the Outer Planes; they migrate to the Inner Planes instead on reaching maturity, and use their magical abilities to tailor their surroundings (and often neighbors) to their liking. This tends to boil down to them making their surroundings more and more like their plane of origin, original fire, which while largely is in turn replaced later on by a good thing glob of lava that solidifies on contact with the Good-aligned kinds... is less than ideal when an Evil-aligned one comes along target.
* PlayingWithFire: They can cast ''burning hands'', ''wall of fire''
and claims the countryside in the name of {{Hell}}.

!!Apocalypse Dragon
''produce flame'' at will.
* VolcanicVeins: Literally. A magma dragon's stony skin is crisscrossed by glowing cracks and fissures dripping with molten lava.

!!Umbral Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/umbral_dragon.png]]
->'''Level:''' 6-22




Twisted, hateful monsters from the bleak wastes of Abaddon, apocalypse dragons come to the Universe to wage war on life and fertility.

to:

\nTwisted, hateful monsters from ->'''Size:''' Small to Colossal

Normally native to
the bleak wastes of Abaddon, apocalypse Netherworld, umbral dragons come to often settle down on Golarion proper, seeking out places that remind them of home, such as the Universe to wage war on life dark hearts of forests, foreboding mountains, gloomy swamps and fertility.the darkest depths of the earth.



* PlagueMaster: Their breath weapons are laced with disease and spread plague to those they touch. They can also cast ''contagion'' and ''plague storm'' as innate spells once they grow old enough.

!!Bliss Dragon
->'''Alignment:''' NeutralGood

Dragons from Nirvana who appoint themselves as the guardians of the wild places of the worlds.

to:

* PlagueMaster: Their breath weapons are laced with disease BeneathTheEarth: There's a fairly sizable population of them inhabiting the Vaults of Orv, the deepest level of the Darklands, where they rule over the vault known as the Midnight Mountains.
* CastingAShadow: They can breathe a cone of shadows to blind foes, create areas of magic darkness, hide themselves within shadows
and spread plague to travel through them, and raise those they touch. kill as {{Living Shadow}}s under their control.
* DirtyCoward: Umbral dragons have no interest in anything resembling a fair fight.
They can also cast ''contagion'' and ''plague storm'' happily prey on those weaker than themselves, but as innate spells once soon as a foe actually manages to strike back at them they grow old enough.

!!Bliss Dragon
->'''Alignment:''' NeutralGood

Dragons from Nirvana who appoint
flee back into the shadows to lick their wounds and plot ways to get revenge without actually having to risk themselves.
* ElementalPersonalities: Umbral dragons, the primal dragons of shadow, are scheming, secretive and ambitious, hiding
themselves as in desolate lairs while their nurse long-running plots for influence and power.
* FoodChainOfEvil: Unlike many other evil creatures that feed primarily off of humanoids,
the guardians umbral dragons' favorite prey are the undead. This is sometimes exploited by humanoids plagued by undead, such as a group of priests of the wild places of death goddess Pharasma who bribed a young umbral dragon into moving to the worlds.Mana Wastes to hunt the local specters and ghosts.
* LifeDrain: They can cast ''vampiric touch'' at will to siphon off other creatures' lifeforce.
* TouchTheIntangible: They can interact with spectral undead as if they were corporeal creatures -- a useful trait for them, as ghosts, specters, shadows and the like are their favorite source of food.
[[/folder]]

[[folder:Imperial Dragon]]
Serpentine, antlered and wingless dragons, the imperial dragons are the dominant draconic species in the continent of Tian Xia. They are much more deeply tied to their humanoid neighbors than western dragon breeds are, and often closely involved in the affairs of their kingdoms. In second edition, they're given closer ties to the elements in a pattern matching the traditional Chinese five-element model.



* FeatheredDragons: They have vast, white birdlike wings.
* ForestRanger: Bliss dragons consider themselves guardians of animals and the wilderness, watching over sanctums of pristine wildland and expelling even fey and magical beasts that don't measure to their exacting standards.
* GoodWingsEvilWings: They have white bird wings instead of the usual membranous ones, fitting their status as the purely good variant of planar dragons.
* ShockAndAwe: Their breath weapon is a line of electricity, and deals lingering electric damage for a turn after striking.
* VoluntaryShapeshifting: They can take the form of any animal they wish.

!!Crypt Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crypt_dragon.png]]
->'''Alignment:''' TrueNeutral

Dragons from Pharasma's Boneyard. They take it upon themselves to guard the rightful passage of souls to the afterlife from all who would disrupt it, from necromancers to daemons.

to:

* FeatheredDragons: ElementalDragon: In Second Edition, each imperial dragon species is aligned with one classical Chinese element -- fire, water, earth, metal or wood.
* ElementalRockPaperScissors: An imperial dragon finds its powers hindered by an opposing element while becoming stronger if targeted with a specific third.
* FarEast:
They have vast, white birdlike wings.
* ForestRanger: Bliss
are the native dragons consider of Tian Xia, ''Pathfinder'''s stand-in for eastern Asia, and are themselves guardians of animals inspired by the dragons from Chinese, Japanese and the wilderness, watching over sanctums of pristine wildland and expelling even fey and magical beasts that don't measure to their exacting standards.
other East Asian mythologies.
* GoodWingsEvilWings: They have white bird wings instead FeedItWithFire: In Second Edition, targeting an imperial dragon with a weapon or attack based off of the usual membranous ones, fitting their status element that they resist will only make them stronger.
* {{Flight}}: Like all dragons, imperial dragons can fly with ease, and are skilled and graceful fliers as well. However,
as the purely good variant of planar dragons.
* ShockAndAwe: Their breath weapon
only dragons with no wings, their flight is a line of electricity, and deals lingering electric damage entirely supernatural in nature.
* HornAttack: All imperial dragons can use their antlers
for a turn after striking.
* VoluntaryShapeshifting: They can take the form of any animal they wish.

!!Crypt
goring attacks.

!!Forest
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crypt_dragon.org/pmwiki/pub/images/pathfinder_forest_dragon.png]]
->'''Level:''' 6-22
->'''Alignment:''' TrueNeutral

Dragons from Pharasma's Boneyard.
ChaoticEvil
->'''Size:''' Small to Colossal

Also called dilungs, these vile, aggressive dragons inhabit deep forests.
They take it upon themselves hate everything to guard do with progress and civilization, preferring to live deep in the rightful passage of souls to the afterlife from all who would disrupt it, from necromancers to daemons.wild alongside animals and monsters.



* TheParalyzer: A crypt dragon's scales are filled with eldritch energy that can paralyze foes.
* TakenForGranite: Especially weak or unlucky foes hit by a crypt dragon's crush will get turned into stone.
* ThroatLight: A crypt dragon's mouth glows blue.
* TouchTheIntangible: Their physical attacks can natural touch ethereal creatures such as specters and ghosts, helping them corral restless spirits and watch over the souls of the dead.

!!Edict Dragon
->'''Alignment:''' LawfulNeutral

Dragons from Axis who spread order and stricture to civilizations across the planes.

to:

* TheParalyzer: A crypt dragon's scales DishingOutDirt: In First Edition, their breath weapon is a hail of rocky shards, and they gain a number of earth-based abilities and magical tricks as they age, such as petrifying foes and summoning earth elementals.
* EnchantedForest: They inhabit deep, primal forests throughout Tian Xia, and gain a number of abilities centered on increasing their ability to move in thickly forested areas.
* FeedItWithFire: In Second Edition, if a forest dragon is struck by a water-based attack it takes no damage and instead gains temporary hit points.
* GreenThumb: In Second Edition, forest dragons
are filled closely tied to plant life and possess a number of abilities pertaining to it, such as turning themselves into trees and magically controlling and speaking with eldritch energy that plants.
* PlantPerson: In Second Edition, as forest dragons age, their skin hardens into bark, their hair grows mossy, and leaves sprout from their horns.
* {{Retcon}}: In First Edition, they have the Earth subtype and mostly earth-themed spells and abilities. Second Edition changes them to be closely tied to plant life instead, exchanging earth-shaping magic for plant-based spells and their rocky BreathWeapon for a swarm of insects.
* SummonMagic: In First Edition, particularly old forest dragons
can paralyze foes.
summon greater earth elementals when they use their breath weapon.
* TakenForGranite: Especially weak In First Edition, great wyrm forest dragons have the ability to petrify any creature that their BreathWeapon reduces to 0 or unlucky foes less hit by points, instantly killing them.
* {{Transflormation}}: In Second Edition, adult and older forest dragons can turn themselves into trees at will. In addition, when ancient and older ones kill another creature with
a crypt dragon's crush will get bite attack, their target is turned into stone.
* ThroatLight: A crypt dragon's mouth glows blue.
* TouchTheIntangible: Their physical attacks
living wood. The resulting statue can natural touch ethereal creatures such as specters and ghosts, helping them corral restless spirits and watch turn into a tree over the souls of the dead.

!!Edict
time, but cannot be used to resurrect its former self.

!!Sea
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sea_dragon_9.png]]
->'''Level:''' 4-20
->'''Alignment:''' LawfulNeutral

Dragons from Axis
ChaoticGood
->'''Size:''' Small to Colossal

Also known as jiaolungs, these are benevolent, blue-scaled dragons
who spread order live in the oceans. They are generally benevolent beings and stricture to civilizations across revered as protectors by people who make their living on the planes.sea, but can be as fickle and unpredictable as the ocean.



* InstantRunes: They can write magical symbols extremely quickly -- quickly enough, in fact, that scrawling down runes on their foes' bodies with their claws or tails is a viable combat strategy for them.
* MindControl: For one round, great wyrm edict dragons can take control of the mind of a creature targeted by their breath weapon.
* WordsCanBreakMyBones: Edict dragons can hinder foes by writing magical runes on their bodies in the middle of combat.

!!Havoc Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/havoc_dragon.png]]
->'''Alignment:''' ChaoticGood

Dragons from Elysium. They seek to create realms of relaxation and revelry, but often cause collateral damage in the process.

to:

* InstantRunes: They can write magical symbols extremely quickly -- quickly enough, in fact, that scrawling down runes on their foes' bodies with their claws or tails is a viable combat strategy for them.
* MindControl: For one round, great wyrm edict dragons can take control of the mind of a creature
ElementalShapeshifting: When targeted by their breath weapon.
* WordsCanBreakMyBones: Edict
a physical or fire-based attack, sea dragons can hinder foes by writing magical runes on turn into water for a split second to increase their bodies defense against it.
* MakingASplash: They can control water to an extensive degree, to the point of being able to create full-sized tidal waves. They can also launch a jet of water instead of their usual breath weapon, a cone of scalding steam, and can move with supernatural ease as long as they're
in the middle water.
* MaterialMimicry: In Second Edition, striking a sea dragon with a weapon made out
of combat.

!!Havoc
metal or with a spell that uses metal will turn many of the dragon's scales into metal of the kind used, increasing their armor for the duration of the fight.
* SeaMonster: As if the name "sea dragon" hasn't made it clear, these giant reptilian creatures live in the oceans.
* TeleportationWithDrawbacks: As long as they're immersed in a body of water, they can disappear from it and reappear in any other one of their choosing.

!!Sky
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/havoc_dragon.org/pmwiki/pub/images/pathfinder_sky_dragon.png]]
->'''Level:''' 5-21
->'''Alignment:''' ChaoticGood

Dragons from Elysium. They seek
LawfulGood
->'''Size:''' Small
to create realms of relaxation Colossal

Sky dragons, or tienlungs, are wise
and revelry, but often cause collateral damage noble creatures who spend much of their long lives high in the process.sky. They are unusual among dragons for their great religious piety, and are often sought out by hopefuls seeking wisdom and guidance.



* FairyDragons: They strongly resemble a supersized version of this. They sport butterfly wings and antennae, and further share true faerie dragons' whimsical natures, ChaoticGood alignment and tendency for their attempts to foster havens of carefree life and revelry to backfire in some manner, but grow to be as large and powerful as any other breed of true dragons.
* SuperScream: A havoc dragon's breath weapon is a cone of sonic force.
* TailSlap: They're well-suited to using their long tails as lashing, whiplike weapons, which they can use to trip their foes. Old havoc dragons gain additionally powerful tail attacks, which deal three times the damage they would under normal conditions.
* VoluntaryShapeshifting: They can take the shape of any humanoid or animal they please.

!!Infernal Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/infernal_dragon.png]]
->'''Alignment:''' LawfulEvil

Dragons from the corrupting domain of Hell. While not strictly part of Asmodeus's system, they take joy in corrupting mortals and leading them to damnation.

to:

* FairyDragons: They strongly resemble a supersized version of this. They sport butterfly wings and antennae, and further share true faerie dragons' whimsical natures, ChaoticGood alignment and tendency for BlowYouAway: Although this is less emphasized that their attempts to foster havens connection with electricity, they are creatures of carefree life the air, and revelry to backfire in some manner, but grow to be as large can manipulate air and powerful wind as any other breed of true they please.
* PiousMonster: Sky dragons maintain a strong religious tradition and a sincere reverence for the gods, something unique among the generally irreligious
dragons.
* SuperScream: A havoc dragon's ShockAndAwe: Their breath weapon is a cone (in First Edition) or a ball (in Second) of sonic force.
* TailSlap: They're well-suited to using their long tails as lashing, whiplike weapons,
lightning, which they when used by a particularly old dragon can use affect even creatures resistant or immune to trip their foes. electricity. They also gain a number of spells and abilities focusing on electricity, such as the ability to summon thunderstorms or throw thunderbolts.
* WeatherManipulation:
Old havoc or older sky dragons gain additionally powerful tail attacks, which deal three times the damage they would under normal conditions.
* VoluntaryShapeshifting:
can summon thunderstorms. They can take the shape also create fog, or summon various kinds of any humanoid or animal they please.

!!Infernal
inclement weather such as sleet.

!!Sovereign
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/infernal_dragon.png]]
org/pmwiki/pub/images/pathfinder_sovereign_dragon.png]]
->'''Level:''' 7-23
->'''Alignment:''' LawfulEvil

Dragons from
TrueNeutral
->'''Size:''' Small to Colossal

These magnificent golden dragons, known in Tian Xia as lungwangs, are charged by
the corrupting domain of Hell. While not strictly part of Asmodeus's system, gods with safeguarding harmony and peace; originally advisors and kingmakers, they take joy in corrupting mortals and leading have over time become rulers themselves. This status is somewhat contentious among the other imperial dragons, who suspect them to damnation.have sacrificed their connection to the elements in exchange for forbidden magic due their unique lack of vulnerability or strength towards elemental attacks.



* DragonsAreDemonic: Hell dragons are horrific monsters in league with the devils, and seek to damn souls to the flames of Hell.
* EasyRoadToHell: Anyone who dies from a Great Wyrm Infernal Dragon's BreathWeapon goes to Hell, regardless of alignment. They can still be resurrected, but it's a lot harder than normal.
* HellFire: Infernal dragons breathe unholy hellfire, which if used by a great wyrm damns the souls of its slain victims to Hell. Fire damage from their spell-like abilities also resolves as hellfire.
* PlayingWithFire: Besides breathing fire, ancient and older infernal dragons can cast ''fire storm'' once per day.
* SummonMagic: Old and older infernal dragons can summon a contract devil to serve them once per day.

!!Paradise Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/paradise_dragon.png]]
->'''Alignment:''' LawfulGood

Dragons from the realm of Heaven. They create sanctums to guard the innocent against evil throughout the multiverse.

to:

* DragonsAreDemonic: Hell ArmoredDragons: Sovereign dragons are horrific monsters always go clad in league with the devils, and seek to damn souls to the flames of Hell.
* EasyRoadToHell: Anyone who dies from a Great Wyrm Infernal Dragon's BreathWeapon goes to Hell, regardless of alignment. They can still be resurrected,
their distinctive golden armor. Humanoids find this very impressive, but other dragons think it's a lot harder than normal.
kind of ridiculous.
* HellFire: Infernal DealWithTheDevil: While there's no definitive proof either way, other imperial dragons breathe unholy hellfire, suspect that the lungwangs made a bargain with something in the past where they sacrificed their elemental affinities in exchange for forbidden arcane magic.
* DishingOutDirt: They have some magical control over stone,
which if used by a great wyrm damns the souls of its slain victims they can shape and mold to Hell. Fire damage from their spell-like abilities also resolves as hellfire.
liking.
* PlayingWithFire: Besides breathing fire, ancient and older infernal InstantArmor: Old sovereign dragons can cast ''fire storm'' once per day.
* SummonMagic: Old
cover themselves in their armor, and older infernal dragons can summon also dismiss said armor, at will.
* SuperScream: Their breath weapon is
a contract devil to serve them once per day.

!!Paradise
cone of sonic force charged with psychic energy.

!!Underworld
Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/paradise_dragon.org/pmwiki/pub/images/pathfinder_underworld_dragon.png]]
->'''Level:''' 3-19
->'''Alignment:''' LawfulGood

Dragons
LawfulEvil
->'''Size:''' Tiny to Gargantuan

Futsanglungs, as they are also known, are cruel, tyrannical dragons who live deep underground. They are the living embodiments of the burning forces beneath the earth and skilled alchemists, and spend their long lives gathering treasure and rare reagents
from the realm bowels of Heaven. They create sanctums to guard the innocent against evil throughout the multiverse.earth.



* BackFromTheDead: Once a month, a great wyrm paradise dragon can offer a dead mortal a second chance at life. If the soul accepts, they're reborn into a new body as per ''true resurrection'' with their alignment shifted two steps towards LawfulGood.%%In-universe alignment.
* HomingLasers: When targeting chaotic or evil creatures, paradise dragons can make their breath weapon turn angles of up to ninety degrees.

!!Rift Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rift_dragon.png]]
->'''Alignment:''' ChaoticEvil

Dragons from the chaotic, ever-shifting Outer Rifts. They embody ruin just as much as its native demons, leaving behind only ruins and devastation wherever they go.
----
* AcidAttack: A rift dragon's BreathWeapon is a wave of corrosive acid, and can make their targets more vulnerable to future acid-based attacks.
* DisintegratorRay: Great wyrm rift dragons can emit lines of destructive force from their mouths that disintegrate anything they touch.
* DragonsAreDemonic: Rift dragons are neighbours of demons who make their way to the Universe to force mortals to worship them as demigods of suffering and destruction.

!!Tumult Dragon
->'''Alignment:''' ChaoticNeutral

Chimeric dragons from the churning Maelstrom whose whims and designs for the material world change as often as their home plane's restless tides.
----
* ConfusionFu: They can switch elemental resistances in the middle of combat, and choose which elemental damage their breath weapon deals each time they use it.
* MixAndMatchCritters: Tumult dragons appear as jumbled aggregations of other creatures' body parts, assembled without rhyme or reason into a draconic form.

to:

* BackFromTheDead: Once a month, a great wyrm paradise BeneathTheEarth: They prefer to make their lairs deep underground, carving extensive complexes of mazelike tunnels deep beneath the world.
* FantasyMetals: Their claws are made of solid adamantine.
* FastTunnelling: Their Underworld Burrower ability allows them to dig extremely fast, gaining speed the older they get.
* FeedItWithFire: Striking an underworld
dragon can offer a dead mortal a second chance at life. If the soul accepts, they're reborn into a new body as per ''true resurrection'' with a wooden weapon or a plant-based spell simply stokes their alignment shifted two steps towards LawfulGood.%%In-universe alignment.
* HomingLasers: When targeting chaotic or evil creatures, paradise dragons can make
internal fires, recharging their breath weapon turn angles of up to ninety degrees.

!!Rift Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rift_dragon.png]]
->'''Alignment:''' ChaoticEvil

Dragons from the chaotic, ever-shifting Outer Rifts. They embody ruin just as much as its native demons, leaving behind only ruins
and devastation wherever they go.
----
* AcidAttack: A rift dragon's BreathWeapon is a wave of corrosive acid, and can make
strengthening their targets more vulnerable to future acid-based attacks.
fiery bites.
* DisintegratorRay: Great wyrm rift dragons can emit lines of destructive force from their mouths that disintegrate anything they touch.
* DragonsAreDemonic: Rift dragons are neighbours of demons who make their way to the Universe to force mortals to worship them as demigods of suffering and destruction.

!!Tumult Dragon
->'''Alignment:''' ChaoticNeutral

Chimeric dragons from the churning Maelstrom whose whims and designs for the material world change as often as their home plane's restless tides.
----
* ConfusionFu:
MagmaMan: They can switch elemental resistances in cause volcanic eruptions by digging straight down into the middle earth, then bursting back to the surface while spouting lava instead of combat, and choose which elemental damage their usual breath weapon.
* PlayingWithFire: Their
breath weapon deals each time is a gout of fire and flames hot enough to melt solid rock. In addition, their bites are laced with fire, they use it.
* MixAndMatchCritters: Tumult dragons appear
constantly create auras of sweltering heat around themselves, and they can naturally cast fire-based spells such as jumbled aggregations ''wall of other creatures' body parts, assembled without rhyme or reason into a draconic form.fire'' and ''continual flame''.



!Other Draconic Septs
[[folder:Azi]]

to:

!Other Draconic Septs
[[folder:Azi]]
[[folder:Outer Dragon]]
Dwelling on alien planets or in the depths of space, outer dragons are mostly neutral and possess strange abilities. Unlike the Frightful Presence common to other true dragons, they have an [[BrownNote Alien Presence]] that affects enemies in different ways depending on species, and are capable of interstellar flight.

!!Lunar Dragon
->'''Level:''' 5-21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small to Colossal

* AttackReflector: They have the ability to bounce ranged touch attacks right back at their attacker.
* AnIcePerson: Their BreathWeapon. It's so cold it can partially affect creatures that are immune to cold. They are also immune to cold temperatures, but vulnerable to fire and heat.
* SilverHasMysticPowers: Their claws count as silver due to their lunar connection.
* StupidityInducingAttack: Their Alien Presence affects opponents with Touch of Idiocy or Feeblemind, temporarily reducing those weak enough to drooling idiots by mere proximity, and their breath can also cause confusion.

!!Solar Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulNeutral
->'''Size:''' Small to Colossal
----
* GreenThumb: They can both blight and animate and control plants, stemming from their association with the life-giving light of suns.
* HealingHands: They can channel positive energy to heal those around them.
* LightEmUp: Their Alien Presence blinds people, and they can transform into pure light for mobility.
* PlayingWithFire: Their BreathWeapon. It's so hot it can partially affect creatures that are immune to fire. They are also immune to heat, but vulnerable to ice and cold.
* PowerOfTheSun: Obviously. This grants them abilities relating to fire, light, and life.

!!Time Dragon
->'''Level:''' 7-23
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* {{Immortality}}: They never die of old age, though their bodies appear to be in a constant state of flux -- parts of them young and others ancient.
* ShockAndAwe: Their BreathWeapon. None of their spells or other abilities have a lightning connection though.
* TimeMaster: Almost all of their abilities are based on this. They can reverse time fractionally, their Alien Presence slows enemies that get too close, and their breath weapon can move temporally displace enemies forward in time. The oldest even have the ability to time travel up to three times to any point in history, an incredibly rare power in Pathfinder.
* TimePolice: They guard against those who would disrupt the temporal order.
* TooAwesomeToUse: As mentioned above, great wyrm time dragons can time travel to any point in time. As they can only use said ability three times in ''their entire life'', they are ''very'' reluctant to use it (it's also unclear if going to another time and returning to the present counts as two uses or one).

!!Void Dragon
->'''Level:''' 5-21




* EvilVersusEvil: Evil true dragons, including young chromatic dragons, loathe and look down upon the azi, and the feeling is mutual.
* SemiDivine: The first azi were creations of the evil dragon god Dahak and the div demigod Ahriman, and they fancy themselves having the bloodline of both dragons and gods.

!!Sruvara
->'''Level:''' 15
->'''Size:''' Huge

* DeadlyGas: A sruvara can violently shake its body, freeing the poison from its scales, causing a noxious, mind-numbing cloud to erupt around its body.
* FoodAsBribe: A sruvara can usually be bribed with exotic delicacies or rare slaves to slowly slaughter.
* LovesTheSoundOfScreaming: Sruvara revel in the screams of tortured victims and the plight of villagers forced to choose between watering themselves or their children.
* PoisonIsCorrosive: A sruvara can spit forth a stream of poison so corrupt it can sear skin and dissolve metal.
* PoisonousPerson: A sruvara's body is host to some of the most deadly toxins found in the world.

!!Gandareva
->'''Level:''' 16
->'''Size:''' Gargantuan

* AcidAttack: A gandareva can spew forth a wave of thick, acidic ooze.
* AbsoluteXenophobe: Gandarevas never ally with sentient creatures, no matter how evil, being demonstrably paranoid about betrayal and potential theft.
* DragonHoard: Gandarevas covet elaborate works of art, powerful magic items and other riches. Once they possess such treasures, they do all they can to protect them.
* MultiArmedAndDangerous: A gandareva has four mighty arms.
* SeaMonster: Gandarevas prefer to live in the sea and terrorise ships that dare to sail through their domain.

!!Zahhak
->'''Level:''' 19
->'''Size:''' Gargantuan

* TheCaligula: Zahhaks adopt the roles of petty tyrants and dictators over the realms they claim as their own.
* JackassGenie: A zahhak can grant a single terrible wish which will invariably bring hardship and sorrow to whoever made the wish.
* MonsterLord: With the power to enforce their wills upon most beings, zahhaks often command the service of divs or even other azi.
* MultipleHeadCase: A zahhak has two additional snake heads flanking its main one.
* PlayingWithFire: A zahhak can unleash a gout of noxious flame that both burns and poisons any creature it touches.
* PoisonousPerson: Both of a zahhak's breath weapon and snake heads are venomous.
* PowerNullifier: A zahhak can rasp a terrible curse that causes any single flying creature or object it can see to plummet to the ground and be unable to fly for 10 minutes.
* SpawnBroodling: Any humanoid victim of a zahhak will eventually rise as a ghoul.
* SupernaturalFearInducer: A zahhak unsettles its foes with its mere presence.
[[/folder]]

[[folder:Drake]]
Quick, animalistic dragons with a connection to the environment. Many drakes are considered to be the inbred, degenerate descendants of true dragons who lost their forelimbs, their size and much of their magic and intelligence somewhere along the way, although it is believed in-universe that they are likelier to descend from dragon/wyvern hybrids rather than simple inbreeding -- if nothing else, it's fairly unlikely that so many dragon varieties would evolve the exact same forms and abilities completely independently through inbreeding alone.

to:

\n->'''Size:''' Small to Colossal

* EvilVersusEvil: Evil true dragons, including young chromatic dragons, loathe EldritchAbomination: They've been tainted by encountering these in the depths of space.
* AnIcePerson: Their BreathWeapon is a cone of ice,
and look down upon they're immune to cold.
* MindRape: They inflict this on their enemies, and have suffered it themselves.
* PowerOfTheVoid: Naturally. Their bites can reduce enemies to ashes, and their abilities are a blend of madness and negative energy.
* SupernaturalSuffocation: Their breath weapon drives
the azi, air out of its targets' lungs and the feeling is mutual.
causes them to suffocate for several rounds.
* SemiDivine: TokenEvilTeammate: The first azi were creations only of the evil dragon god Dahak and the div demigod Ahriman, and they fancy themselves having the bloodline of both outer dragons with an evil alignment -- not really their fault, and gods.

!!Sruvara
some still resist.

!!Vortex Dragon
->'''Level:''' 15
6-22
->'''Alignment:''' LawfulNeutral
->'''Size:''' Huge

* DeadlyGas: A sruvara can violently shake its body, freeing the poison from its scales, causing a noxious, mind-numbing cloud
Small to erupt around its body.
* FoodAsBribe: A sruvara can usually be bribed with exotic delicacies or rare slaves to slowly slaughter.
* LovesTheSoundOfScreaming: Sruvara revel in the screams of tortured victims and the plight of villagers forced to choose between watering themselves or their children.
* PoisonIsCorrosive: A sruvara can spit forth a stream of poison so corrupt it can sear skin and dissolve metal.
* PoisonousPerson: A sruvara's body is host to some of the most deadly toxins found in the world.

!!Gandareva
->'''Level:''' 16
->'''Size:''' Gargantuan

* AcidAttack: A gandareva can spew forth a wave of thick, acidic ooze.
* AbsoluteXenophobe: Gandarevas never ally with sentient creatures, no matter how evil, being demonstrably paranoid about betrayal and potential theft.
* DragonHoard: Gandarevas covet elaborate works of art, powerful magic items and other riches. Once they possess such treasures, they do all they can to protect them.
* MultiArmedAndDangerous: A gandareva has four mighty arms.
* SeaMonster: Gandarevas prefer to live in the sea and terrorise ships that dare to sail through their domain.

!!Zahhak
->'''Level:''' 19
->'''Size:''' Gargantuan

* TheCaligula: Zahhaks adopt the roles of petty tyrants and dictators over the realms they claim as their own.
* JackassGenie: A zahhak can grant a single terrible wish which will invariably bring hardship and sorrow to whoever made the wish.
* MonsterLord: With the power to enforce their wills upon most beings, zahhaks often command the service of divs or even other azi.
* MultipleHeadCase: A zahhak has two additional snake heads flanking its main one.
* PlayingWithFire: A zahhak can unleash a gout of noxious flame that both burns and poisons any creature it touches.
* PoisonousPerson: Both of a zahhak's breath weapon and snake heads are venomous.
* PowerNullifier: A zahhak can rasp a terrible curse that causes any single flying creature or object it can see to plummet to the ground and be unable to fly for 10 minutes.
* SpawnBroodling: Any humanoid victim of a zahhak will eventually rise as a ghoul.
* SupernaturalFearInducer: A zahhak unsettles its foes with its mere presence.
[[/folder]]

[[folder:Drake]]
Quick, animalistic dragons with a connection to the environment. Many drakes are considered to be the inbred, degenerate descendants of true dragons who lost their forelimbs, their size and much of their magic and intelligence somewhere along the way, although it is believed in-universe that they are likelier to descend from dragon/wyvern hybrids rather than simple inbreeding -- if nothing else, it's fairly unlikely that so many dragon varieties would evolve the exact same forms and abilities completely independently through inbreeding alone.
Colossal



* OurWyvernsAreDifferent: Drakes have some form of relationship with wyverns, which they strongly resemble, although precisely what that is isn't wholly clear -- some believe drakes to have arisen from wyverns and true dragons crossbreeding, while others classify wyverns as a type of drake themselves. Notably, the normally foul-tempered drakes and wyverns display an unusual degree of deference and cooperativeness towards one another.
* TrueBreedingHybrid: According to some, drakes are descended from the offspring of wyverns and true dragons that stabilized into self-sustaining species with the wyverns' body plan, minus the stinger, and the dragons' elemental affinities and colors.
* UndergroundMonkey: Drakes come in many, many varieties themed around different elements and environments.

!!Shadow Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_shadowdrake.png]]
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Tiny

The smallest of the drakes, shadow drakes make their homes on the edges of humanoid civilization and, for better or for worse, are often closely involved in their larger neighbors' lives.
----
* CastingAShadow: They can conceal themselves within shadows, and their breath is a cloud of mist that snuffs out all sources of nonmagical light that it covers.
* {{Familiar}}: They can be taken as familiars by strong enough spellcasters.
* PrehensileTail: Shadow drake tails are very dexterous, enough so to be useful in grabbing and manipulating small objects and even in picking locks.
* ShoulderSizedDragon: They're the smallest of species of drake. While most drakes are considerably larger than a grown human, shadow drakes are about the size of a hawk.

!!Prairie Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_prairiedrake.png]]
->'''Level:''' 2

to:

* OurWyvernsAreDifferent: Drakes have some form of relationship with wyverns, which NoSell: They become immune to any effect that blocks teleportation.
* {{Teleportation}}: Their specialty. They can move their bite through rips in space to strike things
they strongly resemble, although precisely what that is isn't wholly clear -- some believe drakes shouldn't be able to have arisen from wyverns and true reach. Many of their spells relate to this, culminating in the ability to teleport between planets.
* VacuumMouth: Their breath weapon can be used to vacuum up an enemy to swallow them easily.
[[/folder]]

[[folder:Esoteric Dragon]]
* PsychicPowers: All esoteric
dragons crossbreeding, while others classify wyverns as a type can use various types of drake themselves. Notably, the normally foul-tempered drakes and wyverns display an unusual degree of deference and cooperativeness towards one another.
* TrueBreedingHybrid: According to some, drakes are descended from the offspring of wyverns and true dragons that stabilized into self-sustaining species with the wyverns' body plan, minus the stinger, and the dragons' elemental affinities and colors.
* UndergroundMonkey: Drakes come in many, many varieties themed around different elements and environments.

!!Shadow Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_shadowdrake.png]]
psionic powers.

!!Astral Dragon
->'''Level:''' 2
5-21
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Tiny

The smallest of the drakes, shadow drakes make their homes on the edges of humanoid civilization and, for better or for worse, are often closely involved in their larger neighbors' lives.
----
Small to Colossal

* CastingAShadow: They can conceal themselves within shadows, and their breath is a cloud of mist that snuffs out all sources of nonmagical light that it covers.
* {{Familiar}}: They can be taken
SeeTheInvisible: Astral dragons have ''see invisibility'' as familiars by strong enough spellcasters.
* PrehensileTail: Shadow drake tails are very dexterous, enough so to be useful in grabbing and manipulating small objects and even in picking locks.
* ShoulderSizedDragon: They're the smallest of species of drake. While most drakes are considerably larger than
a grown human, shadow drakes are about the size of a hawk.

!!Prairie Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_prairiedrake.png]]
constant spell-like ability.

!!Dream Dragon
->'''Level:''' 26-22
->'''Alignment:''' TrueNeutral
->'''Size:''' Small to Colossal

* DreamWalker: A dream dragon can enter a sleeping creature's dream with its physical body, and can tell what a sleeping creature is dreaming of by looking at them.
* DreamWeaver: They can send messages into other beings' sleeping minds and create shared dreams for communication.
* ForcedSleep: Foes hit by a dream dragon's breath attack and fail a saving throw will be put to sleep, and dream dragons are themselves immune to being forced into sleeping or dreaming by external magic.
* ShockAndAwe: They get the ability to spit lighting bolts as a breath weapon.

!!Etheric Dragon
->'''Level:''' 3-19
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny to Gargantuan

* OneHitKill: If an ancient or older etheric dragon chooses to activate its grave breath, victims that fail their saving throw will be reduced to -1 hit points.
* SoulEating: Creatures devoured by an etheric dragon have their souls eaten alongside themselves and cannot be brought back without at least a mythic wish.

!!Nightmare Dragon
->'''Level:''' 2-18



->'''Size:''' Small

to:

->'''Size:''' SmallTiny to Gargantuan

* AcidAttack: Their breath weapon is a cone of acid.
* NightmareWeaver: A great wyrm nightmare dragon can utterly control the dreamscape of another creature, shaping them to suit its wishes, and usually does so to foster the worst nightmares it can devise. It can also cast the regular ''nightmare'' spell as an innate ability.
* SupernaturalFearInducer: The mere presence of a nightmare dragon is able to induce panic.
* YourMindMakesItReal: If a creature's lucid body dies under the control of a nightmare dragon, then its material body also dies.

!!Occult Dragon
->'''Level:''' 2-18
->'''Alignment:''' NeutralGood
->'''Size:''' Tiny to Gargantuan



* ForTheEvulz: The average prairie drake has a temperament similar to that of a wicked child who delights in tormenting others.
* HelpfulMook: Prairie drakes' presence helps to turn the topsoil and encourage new plant growth, making them a keystone species for the environment. Even their breath weapon leaves behind rich drake soil. Being seen as beneficial annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their apex predator mystique.

!!River Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_riverdrake.png]]
->'''Level:''' 3

to:

* ForTheEvulz: The average prairie drake BarrierWarrior: An occult dragon has a temperament similar to an aura that of a wicked child who delights in tormenting others.
protects against law, chaos or evil.
* HelpfulMook: Prairie drakes' presence helps ItemCaddy: Occult dragons can emulate any class or spellcasting ability when using magic items, or appraise any items by sight.
* NoSell: Great wyrm occult dragons can choose
to turn the topsoil and encourage new plant growth, making them a keystone species for the environment. Even their breath weapon leaves behind rich drake soil. Being seen as beneficial annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their apex predator mystique.

!!River Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_riverdrake.png]]
be immune to all divination.
[[/folder]]

[[folder:Planar Dragon]]
->'''Level:''' 38-24
->'''Size:''' Small to Colossal

Planar dragons are the result of true dragons intermingling with the energies of the Outer Planes, eventually becoming entirely new species. They are born in their native planes and return there in old age, but spend their adult lives in the Universe where they shape and rule territories so as to resemble their native homes.
----
* HostileTerraforming: Their main schtick -- planar dragons only spend their early youths and extreme old age in the Outer Planes; they migrate to the Inner Planes instead on reaching maturity, and use their magical abilities to tailor their surroundings (and often neighbors) to their liking. This tends to boil down to them making their surroundings more and more like their plane of origin, which while largely a good thing with the Good-aligned kinds... is less than ideal when an Evil-aligned one comes along and claims the countryside in the name of {{Hell}}.

!!Apocalypse Dragon



->'''Size:''' Medium

Bestial relatives of black dragons, river drakes are usually found lairing by bodies of freshwater.

to:

->'''Size:''' Medium

Bestial relatives

Twisted, hateful monsters from the bleak wastes
of black dragons, river drakes are usually found lairing by bodies of freshwater.Abaddon, apocalypse dragons come to the Universe to wage war on life and fertility.



* AcidAttack: River drakes can spit volleys of caustic mucus.
* AquaticMook: Otherwise standard drakes, but with a swim speed and found in rivers.

!!Forest Drake

->'''Level:''' 4
->'''Alignment:''' LawfulEvil
->'''Size:''' Large

Brutish cousins of green dragons that favor temperate woodlands.

to:

* AcidAttack: River drakes can spit volleys of caustic mucus.
* AquaticMook: Otherwise standard drakes, but
PlagueMaster: Their breath weapons are laced with a swim speed disease and found in rivers.

!!Forest Drake

->'''Level:''' 4
spread plague to those they touch. They can also cast ''contagion'' and ''plague storm'' as innate spells once they grow old enough.

!!Bliss Dragon
->'''Alignment:''' LawfulEvil
->'''Size:''' Large

Brutish cousins
NeutralGood

Dragons from Nirvana who appoint themselves as the guardians
of green dragons that favor temperate woodlands.the wild places of the worlds.



* AcidAttack: The gaseous cloud expelled by their BreathWeapon is highly acidic, much like that of green dragons.
* BewareMyStingerTail: Their tails are tipped with long, sharp spikes.
* DeadlyGas: They breathe out balls of noxious chemicals that burst into clouds of toxic gas.

!!Flame Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_flamedrake.png]]
->'''Level:''' 5
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Feral relatives of red dragons that inhabit mountains.

to:

* AcidAttack: The gaseous cloud expelled by FeatheredDragons: They have vast, white birdlike wings.
* ForestRanger: Bliss dragons consider themselves guardians of animals and the wilderness, watching over sanctums of pristine wildland and expelling even fey and magical beasts that don't measure to
their BreathWeapon is highly acidic, much like that exacting standards.
* GoodWingsEvilWings: They have white bird wings instead
of green the usual membranous ones, fitting their status as the purely good variant of planar dragons.
* BewareMyStingerTail: ShockAndAwe: Their tails are tipped with long, sharp spikes.
breath weapon is a line of electricity, and deals lingering electric damage for a turn after striking.
* DeadlyGas: VoluntaryShapeshifting: They breathe out balls can take the form of noxious chemicals that burst into clouds of toxic gas.

!!Flame Drake
any animal they wish.

!!Crypt Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_flamedrake.org/pmwiki/pub/images/crypt_dragon.png]]
->'''Level:''' 5
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Feral relatives
TrueNeutral

Dragons from Pharasma's Boneyard. They take it upon themselves to guard the rightful passage
of red dragons that inhabit mountains.souls to the afterlife from all who would disrupt it, from necromancers to daemons.



* {{Fireballs}}: Their breath weapon is an explosive ball of fire mimicking the effects of a ''fireball'' spell.
* KillItWithIce: As creatures closely tied to elemental fire, flame drakes are very vulnerable to cold damage.
* PlayingWithFire: They're immune to fire damage and breathe flames.

!!Mist Drake
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mist_drake.jpg]]
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Stealthy, agile drakes that inhabit cold and temperate wetlands and hills.

to:

* {{Fireballs}}: TheParalyzer: A crypt dragon's scales are filled with eldritch energy that can paralyze foes.
* TakenForGranite: Especially weak or unlucky foes hit by a crypt dragon's crush will get turned into stone.
* ThroatLight: A crypt dragon's mouth glows blue.
* TouchTheIntangible:
Their breath weapon is an explosive ball of fire mimicking the effects of a ''fireball'' spell.
* KillItWithIce: As
physical attacks can natural touch ethereal creatures closely tied to elemental fire, flame drakes are very vulnerable to cold damage.
* PlayingWithFire: They're immune to fire damage
such as specters and breathe flames.

!!Mist Drake
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mist_drake.jpg]]
->'''Level:''' 5
ghosts, helping them corral restless spirits and watch over the souls of the dead.

!!Edict Dragon
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Stealthy, agile drakes that inhabit cold
LawfulNeutral

Dragons from Axis who spread order
and temperate wetlands and hills.stricture to civilizations across the planes.



* FragileSpeedster: Mist drakes are quicker, stealthier and more agile than other drake species, but also less heavily built and not suited for extended periods of combat. The consequently rely on hit-and-run tactics during combat, striking quickly and trusting their speed and camouflage to avoid retribution.
* StealthyMook: Mist drakes are very stealthy creatures, and tend to make good use of fog and cover when attacking to confuse their foes and protect themselves. That they can exhale a cloud of thick mist at will to better hide themselves and ruin sightlines doesn't harm.

!!Jungle Drake
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jungle_drake.png]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Colorful, arboreal drakes that inhabit thick jungles, jungle drakes are also thought to be related to green dragons.

to:

* FragileSpeedster: Mist drakes are quicker, stealthier and more agile than other drake species, but also less heavily built and not suited for extended periods of combat. The consequently rely on hit-and-run tactics during combat, striking InstantRunes: They can write magical symbols extremely quickly and trusting -- quickly enough, in fact, that scrawling down runes on their speed and camouflage to avoid retribution.
* StealthyMook: Mist drakes are very stealthy creatures, and tend to make good use of fog and cover when attacking to confuse
foes' bodies with their claws or tails is a viable combat strategy for them.
* MindControl: For one round, great wyrm edict dragons can take control of the mind of a creature targeted by their breath weapon.
* WordsCanBreakMyBones: Edict dragons can hinder
foes and protect themselves. That they can exhale a cloud by writing magical runes on their bodies in the middle of thick mist at will to better hide themselves and ruin sightlines doesn't harm.

!!Jungle Drake
[[quoteright:300:https://static.
combat.

!!Havoc Dragon
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_jungle_drake.png]]
->'''Level:''' 6
org/pmwiki/pub/images/havoc_dragon.png]]
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Colorful, arboreal drakes that inhabit thick jungles, jungle drakes are also thought
ChaoticGood

Dragons from Elysium. They seek
to be related to green dragons.create realms of relaxation and revelry, but often cause collateral damage in the process.



* BewareMyStingerTail: The tails of jungle drakes are tipped with sharp stingers, which besides the damage of the sting itself also inject poison into their targets.
* OurWyvernsAreDifferent: Jungle drakes resemble classical and in-game wyverns more so than any other drake species, thanks to their toxic bites and stingers.
* PoisonousPerson: The stinger at the ends of a jungle drake's tail contains a powerful toxin it can use to debilitate prey and opponents.

!!Sea Drake
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/sea_drake.png]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Oceanic, fishlike drakes of great size and uncertain descent.

to:

* BewareMyStingerTail: The FairyDragons: They strongly resemble a supersized version of this. They sport butterfly wings and antennae, and further share true faerie dragons' whimsical natures, ChaoticGood alignment and tendency for their attempts to foster havens of carefree life and revelry to backfire in some manner, but grow to be as large and powerful as any other breed of true dragons.
* SuperScream: A havoc dragon's breath weapon is a cone of sonic force.
* TailSlap: They're well-suited to using their long
tails of jungle drakes are tipped with sharp stingers, as lashing, whiplike weapons, which besides they can use to trip their foes. Old havoc dragons gain additionally powerful tail attacks, which deal three times the damage of they would under normal conditions.
* VoluntaryShapeshifting: They can take
the sting itself also inject poison into their targets.
* OurWyvernsAreDifferent: Jungle drakes resemble classical and in-game wyverns more so than
shape of any other drake species, thanks to their toxic bites and stingers.
* PoisonousPerson: The stinger at the ends of a jungle drake's tail contains a powerful toxin it can use to debilitate prey and opponents.

!!Sea Drake
[[quoteright:300:https://static.
humanoid or animal they please.

!!Infernal Dragon
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/sea_drake.png]]
->'''Level:''' 6
org/pmwiki/pub/images/infernal_dragon.png]]
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Oceanic, fishlike drakes
LawfulEvil

Dragons from the corrupting domain
of great size Hell. While not strictly part of Asmodeus's system, they take joy in corrupting mortals and uncertain descent.leading them to damnation.



* AquaticMook: Large but otherwise standard drakes, but with a swim speed and found in the sea.
* ShockAndAwe: They get ball lightning for a breath weapon.
* SeaMonster: They're entirely aquatic, preferentially marine creatures, and are persistent threats to shipping and sea travel wherever they are found. They're especially fond of capsizing boats.

!!Wyvern
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_wyvern.png]]
->'''Level:''' 6 (wyvern), 8 (Aashaq's wyvern)
->'''Alignment:''' NeutralEvil (wyvern), ChaoticEvil (Aashaq's wyvern) %%CN in 1E, presumably changed to CE in 2E to align with the standard wyvern
->'''Size:''' Large

Violent, wild dragons with no forelegs and a venomous sting.

to:

* AquaticMook: Large but otherwise standard drakes, but DragonsAreDemonic: Hell dragons are horrific monsters in league with a swim speed the devils, and found in seek to damn souls to the sea.
flames of Hell.
* ShockAndAwe: EasyRoadToHell: Anyone who dies from a Great Wyrm Infernal Dragon's BreathWeapon goes to Hell, regardless of alignment. They get ball lightning for can still be resurrected, but it's a breath weapon.
lot harder than normal.
* SeaMonster: They're entirely aquatic, preferentially marine creatures, HellFire: Infernal dragons breathe unholy hellfire, which if used by a great wyrm damns the souls of its slain victims to Hell. Fire damage from their spell-like abilities also resolves as hellfire.
* PlayingWithFire: Besides breathing fire, ancient
and are persistent threats to shipping older infernal dragons can cast ''fire storm'' once per day.
* SummonMagic: Old
and sea travel wherever they are found. They're especially fond of capsizing boats.

!!Wyvern
[[quoteright:300:https://static.
older infernal dragons can summon a contract devil to serve them once per day.

!!Paradise Dragon
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_wyvern.png]]
->'''Level:''' 6 (wyvern), 8 (Aashaq's wyvern)
org/pmwiki/pub/images/paradise_dragon.png]]
->'''Alignment:''' NeutralEvil (wyvern), ChaoticEvil (Aashaq's wyvern) %%CN in 1E, presumably changed to CE in 2E to align with LawfulGood

Dragons from
the standard wyvern
->'''Size:''' Large

Violent, wild dragons with no forelegs and a venomous sting.
realm of Heaven. They create sanctums to guard the innocent against evil throughout the multiverse.



* BewareMyStingerTail: Wyverns have a poisonous stinger at the tip of their tails.
* BreathWeapon: Aashaq's wyverns are able to emit a noxious blast of gas that burns and blinds those in its path.
* MultipleTailedBeast: Unlike their more mundane cousins, Aashaq's wyverns have bifurcated tails.
* OurWyvernsAreDifferent: Effectively the same kind popularized by [[TabletopGame/DungeonsAndDragons the world's oldest roleplaying game]] -- stupid, aggressive and evil relations of true dragons with no breath weapons but with deadly stingers at the end of their tails. They can interbreed with true dragons just fine, although true dragons can in practice breed with just about anything; dragon/wyvern interbreeding in the ancient past is thought to have resulted in the creation of the drakes, another type of dragons resembling large wyverns without stingers but with their draconic progenitors' elemental breaths.
* PoisonousPerson: They can poison prey and enemies by stinging them with their barbed, envenomed tails.

!!Frost Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_frostdrake.png]]
->'''Level:''' 7

to:

* BewareMyStingerTail: Wyverns have BackFromTheDead: Once a poisonous stinger month, a great wyrm paradise dragon can offer a dead mortal a second chance at life. If the tip of soul accepts, they're reborn into a new body as per ''true resurrection'' with their tails.
alignment shifted two steps towards LawfulGood.%%In-universe alignment.
* BreathWeapon: Aashaq's wyverns are able to emit a noxious blast of gas that burns and blinds those in its path.
* MultipleTailedBeast: Unlike their more mundane cousins, Aashaq's wyverns have bifurcated tails.
* OurWyvernsAreDifferent: Effectively the same kind popularized by [[TabletopGame/DungeonsAndDragons the world's oldest roleplaying game]] -- stupid, aggressive and
HomingLasers: When targeting chaotic or evil relations of true dragons with no breath weapons but with deadly stingers at the end of their tails. They can interbreed with true dragons just fine, although true creatures, paradise dragons can in practice breed with just about anything; dragon/wyvern interbreeding in the ancient past is thought to have resulted in the creation of the drakes, another type of dragons resembling large wyverns without stingers but with make their draconic progenitors' elemental breaths.
* PoisonousPerson: They can poison prey and enemies by stinging them with their barbed, envenomed tails.

!!Frost Drake
breath weapon turn angles of up to ninety degrees.

!!Rift Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_frostdrake.png]]
->'''Level:''' 7
org/pmwiki/pub/images/rift_dragon.png]]



->'''Size:''' Large

Descended from white dragons, these mountain-dwelling creatures are paradoxically enough some of the largest and strongest of the drakes.

to:

->'''Size:''' Large

Descended

Dragons
from white dragons, these mountain-dwelling creatures are paradoxically enough some of the largest chaotic, ever-shifting Outer Rifts. They embody ruin just as much as its native demons, leaving behind only ruins and strongest of the drakes.devastation wherever they go.



* AnIcePerson: They can spit out balls of icy liquid that burst into clouds of freezing mist, move across slippery ice without any difficulty and climb up any surface as long as it is coated with ice. They are also immune to cold damage.
* KillItWithFire: As creatures closely tied to elemental cold, frost drakes are very vulnerable to fire damage.
* WallCrawl: A limited variant; they can climb on any surface, provided that it's covered in ice.

!!Spire Drake
->'''Level:''' 7
->'''Alignment:''' LawfulEvil
->'''Size:''' Large

to:

* AnIcePerson: They AcidAttack: A rift dragon's BreathWeapon is a wave of corrosive acid, and can spit out balls of icy liquid that burst into clouds of freezing mist, move across slippery ice without any difficulty and climb up any surface as long as it is coated with ice. They are also immune to cold damage.
* KillItWithFire: As creatures closely tied to elemental cold, frost drakes are very
make their targets more vulnerable to fire damage.
future acid-based attacks.
* WallCrawl: A limited variant; DisintegratorRay: Great wyrm rift dragons can emit lines of destructive force from their mouths that disintegrate anything they can climb on any surface, provided that it's covered in ice.

!!Spire Drake
->'''Level:''' 7
touch.
* DragonsAreDemonic: Rift dragons are neighbours of demons who make their way to the Universe to force mortals to worship them as demigods of suffering and destruction.

!!Tumult Dragon
->'''Alignment:''' LawfulEvil
->'''Size:''' Large
ChaoticNeutral

Chimeric dragons from the churning Maelstrom whose whims and designs for the material world change as often as their home plane's restless tides.



* CollectorOfTheStrange: Spire drakes are particularly curious about magic and magical items, and enjoy having large collections of such items even if they don't know how to use them.

!!Desert Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_desertdrake.png]]
->'''Level:''' 8

to:

* CollectorOfTheStrange: Spire drakes are particularly curious about magic ConfusionFu: They can switch elemental resistances in the middle of combat, and magical items, and enjoy having large collections of such items even if choose which elemental damage their breath weapon deals each time they don't know how to use them.

!!Desert Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_desertdrake.png]]
->'''Level:''' 8
it.
* MixAndMatchCritters: Tumult dragons appear as jumbled aggregations of other creatures' body parts, assembled without rhyme or reason into a draconic form.
[[/folder]]

!Other Draconic Septs
[[folder:Azi]]



->'''Size:''' Large

Fierce, predatory drakes found in tropical deserts, desert drakes lack the cunning and intelligence that characterizes their more powerful blue dragon kin.

to:


* EvilVersusEvil: Evil true dragons, including young chromatic dragons, loathe and look down upon the azi, and the feeling is mutual.
* SemiDivine: The first azi were creations of the evil dragon god Dahak and the div demigod Ahriman, and they fancy themselves having the bloodline of both dragons and gods.

!!Sruvara
->'''Level:''' 15
->'''Size:''' Large

Fierce, predatory drakes
Huge

* DeadlyGas: A sruvara can violently shake its body, freeing the poison from its scales, causing a noxious, mind-numbing cloud to erupt around its body.
* FoodAsBribe: A sruvara can usually be bribed with exotic delicacies or rare slaves to slowly slaughter.
* LovesTheSoundOfScreaming: Sruvara revel in the screams of tortured victims and the plight of villagers forced to choose between watering themselves or their children.
* PoisonIsCorrosive: A sruvara can spit forth a stream of poison so corrupt it can sear skin and dissolve metal.
* PoisonousPerson: A sruvara's body is host to some of the most deadly toxins
found in tropical deserts, desert the world.

!!Gandareva
->'''Level:''' 16
->'''Size:''' Gargantuan

* AcidAttack: A gandareva can spew forth a wave of thick, acidic ooze.
* AbsoluteXenophobe: Gandarevas never ally with sentient creatures, no matter how evil, being demonstrably paranoid about betrayal and potential theft.
* DragonHoard: Gandarevas covet elaborate works of art, powerful magic items and other riches. Once they possess such treasures, they do all they can to protect them.
* MultiArmedAndDangerous: A gandareva has four mighty arms.
* SeaMonster: Gandarevas prefer to live in the sea and terrorise ships that dare to sail through their domain.

!!Zahhak
->'''Level:''' 19
->'''Size:''' Gargantuan

* TheCaligula: Zahhaks adopt the roles of petty tyrants and dictators over the realms they claim as their own.
* JackassGenie: A zahhak can grant a single terrible wish which will invariably bring hardship and sorrow to whoever made the wish.
* MonsterLord: With the power to enforce their wills upon most beings, zahhaks often command the service of divs or even other azi.
* MultipleHeadCase: A zahhak has two additional snake heads flanking its main one.
* PlayingWithFire: A zahhak can unleash a gout of noxious flame that both burns and poisons any creature it touches.
* PoisonousPerson: Both of a zahhak's breath weapon and snake heads are venomous.
* PowerNullifier: A zahhak can rasp a terrible curse that causes any single flying creature or object it can see to plummet to the ground and be unable to fly for 10 minutes.
* SpawnBroodling: Any humanoid victim of a zahhak will eventually rise as a ghoul.
* SupernaturalFearInducer: A zahhak unsettles its foes with its mere presence.
[[/folder]]

[[folder:Drake]]
Quick, animalistic dragons with a connection to the environment. Many
drakes lack are considered to be the cunning inbred, degenerate descendants of true dragons who lost their forelimbs, their size and much of their magic and intelligence somewhere along the way, although it is believed in-universe that characterizes their more powerful blue they are likelier to descend from dragon/wyvern hybrids rather than simple inbreeding -- if nothing else, it's fairly unlikely that so many dragon kin.varieties would evolve the exact same forms and abilities completely independently through inbreeding alone.



* SandWorm: Desert drakes are adept burrowers, and are fond of lurking beneath the sand to ambush prey passing above.
* ShockAndAwe: Their breath weapon is an electrically charged cloud of airborne sand and dust, and are themselves resistant to electric damage.
* StealthyMook: Desert drakes are adept ambush predators and themed around stealth, and specialize in lurking out of view before suddenly attacking passing prey.

!!Lava Drake
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathtfinder_lava_drake.png]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Animalistic relations of magma dragons who lair near volcanoes.

to:

* SandWorm: Desert OurWyvernsAreDifferent: Drakes have some form of relationship with wyverns, which they strongly resemble, although precisely what that is isn't wholly clear -- some believe drakes to have arisen from wyverns and true dragons crossbreeding, while others classify wyverns as a type of drake themselves. Notably, the normally foul-tempered drakes and wyverns display an unusual degree of deference and cooperativeness towards one another.
* TrueBreedingHybrid: According to some,
drakes are adept burrowers, descended from the offspring of wyverns and are fond of lurking beneath true dragons that stabilized into self-sustaining species with the sand to ambush prey passing above.
* ShockAndAwe: Their breath weapon is an electrically charged cloud of airborne sand
wyverns' body plan, minus the stinger, and dust, the dragons' elemental affinities and are themselves resistant to electric damage.
colors.
* StealthyMook: Desert drakes are adept ambush predators and UndergroundMonkey: Drakes come in many, many varieties themed around stealth, different elements and specialize in lurking out of view before suddenly attacking passing prey.

!!Lava
environments.

!!Shadow
Drake
[[quoteright:300:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathtfinder_lava_drake.png]]
org/pmwiki/pub/images/drake_shadowdrake.png]]
->'''Level:''' 9
2
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' Large

Animalistic relations
Tiny

The smallest
of magma dragons who lair near volcanoes.the drakes, shadow drakes make their homes on the edges of humanoid civilization and, for better or for worse, are often closely involved in their larger neighbors' lives.



* MagmaMan: They can swim in lava and vomit globs of molten rock onto their foes.

!!Rift Drake
->'''Level:''' 9
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

to:

* MagmaMan: CastingAShadow: They can swim in lava conceal themselves within shadows, and vomit globs of molten rock onto their foes.

!!Rift
breath is a cloud of mist that snuffs out all sources of nonmagical light that it covers.
* {{Familiar}}: They can be taken as familiars by strong enough spellcasters.
* PrehensileTail: Shadow drake tails are very dexterous, enough so to be useful in grabbing and manipulating small objects and even in picking locks.
* ShoulderSizedDragon: They're the smallest of species of drake. While most drakes are considerably larger than a grown human, shadow drakes are about the size of a hawk.

!!Prairie
Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_prairiedrake.png]]
->'''Level:''' 9
2
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:''' LargeSmall



* AcidAttack: A rift drake can spit a ball of caustic gas that bursts into a cloud upon impact.

!!Ether Drake
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

to:

* AcidAttack: A rift ForTheEvulz: The average prairie drake can spit has a ball of caustic gas temperament similar to that bursts into of a cloud upon impact.

!!Ether
wicked child who delights in tormenting others.
* HelpfulMook: Prairie drakes' presence helps to turn the topsoil and encourage new plant growth, making them a keystone species for the environment. Even their breath weapon leaves behind rich drake soil. Being seen as beneficial annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their apex predator mystique.

!!River
Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_riverdrake.png]]
->'''Level:''' 10
3
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' LargeMedium

Bestial relatives of black dragons, river drakes are usually found lairing by bodies of freshwater.



* {{Telepathy}}: Ether drakes are innate telepaths, and often use telepathy to communicate with each other.
* TokenHeroicOrc: Ether drakes are the only non-evil drake species, and stand out among their cousins for their relatively nonaggressive natures and not habitually preying on sapient beings.
[[/folder]]

[[folder:Linnorm]]
->'''Alignment:''' ChaoticEvil

Ancient and primal dragons with no wings. They resent their more intelligent and magical descendants.

to:

* {{Telepathy}}: Ether AcidAttack: River drakes are innate telepaths, and often use telepathy to communicate can spit volleys of caustic mucus.
* AquaticMook: Otherwise standard drakes, but
with each other.
* TokenHeroicOrc: Ether drakes are the only non-evil drake species,
a swim speed and stand out among their cousins for their relatively nonaggressive natures and not habitually preying on sapient beings.
[[/folder]]

[[folder:Linnorm]]
found in rivers.

!!Forest Drake

->'''Level:''' 4
->'''Alignment:''' ChaoticEvil

Ancient and primal
LawfulEvil
->'''Size:''' Large

Brutish cousins of green
dragons with no wings. They resent their more intelligent and magical descendants. that favor temperate woodlands.



* ChaoticEvil: Unlike other dragon types, which if nothing else vary along the law-chaos axis, every single breed of linnorm fits in this aligment.
* ColdIron: Linnorms are vulnerable to cold iron weapons, something presumably linked to their close ties with the First World and the fey.
* DyingCurse: Adult linnorms can inflict a nasty curse upon their killer.
* GiantFlyer: Despite their size and lack of wings, linnorms can fly like true dragons.
* GrimUpNorth: Linnorms inhabit the far north of the world, and are rarely if ever found in warmer, southerly areas.
* PoisonousPerson: All linnorms have a venomous bite.
* UndergroundMonkey: Linnorms tend to be geared around very specific environments, with each variant being named and themed around its preferred nesting spots -- besides variants found in the taiga, in glaciers or along coastlines you also get things like linnorms specific to burial mounds, tarns[[note]]glacier-dug mountain lakes[[/note]] and the like.

!!Young Linnorm
->'''Level:''' 7

to:

* ChaoticEvil: Unlike other dragon types, which if nothing else vary along the law-chaos axis, every single breed of linnorm fits in this aligment.
* ColdIron: Linnorms are vulnerable to cold iron weapons, something presumably linked to
AcidAttack: The gaseous cloud expelled by their close ties with the First World and the fey.
* DyingCurse: Adult linnorms can inflict a nasty curse upon their killer.
* GiantFlyer: Despite their size and lack of wings, linnorms can fly
BreathWeapon is highly acidic, much like true that of green dragons.
* GrimUpNorth: Linnorms inhabit the far north of the world, and BewareMyStingerTail: Their tails are rarely if ever found in warmer, southerly areas.
* PoisonousPerson: All linnorms have a venomous bite.
* UndergroundMonkey: Linnorms tend to be geared around very specific environments,
tipped with each variant being named and themed around its preferred nesting spots -- besides variants found in the taiga, in glaciers or along coastlines you also get things like linnorms specific to burial mounds, tarns[[note]]glacier-dug mountain lakes[[/note]] and the like.

!!Young Linnorm
long, sharp spikes.
* DeadlyGas: They breathe out balls of noxious chemicals that burst into clouds of toxic gas.

!!Flame Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/drake_flamedrake.png]]
->'''Level:''' 75
->'''Alignment:''' ChaoticEvil




Feral relatives of red dragons that inhabit mountains.



* BigEater: Juvenile linnorms are voracious, eating any living creature to fuel their growth.

!!Crag Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crag_linnorm.png]]
->'''Level:''' 14
->'''Size:''' Gargantuan

Bestial, primitive linnorms that inhabit cold, rocky hills.

to:

* BigEater: Juvenile linnorms {{Fireballs}}: Their breath weapon is an explosive ball of fire mimicking the effects of a ''fireball'' spell.
* KillItWithIce: As creatures closely tied to elemental fire, flame drakes
are voracious, eating any living creature very vulnerable to fuel their growth.

!!Crag Linnorm
[[quoteright:350:https://static.
cold damage.
* PlayingWithFire: They're immune to fire damage and breathe flames.

!!Mist Drake
[[quoteright:250:https://static.
tvtropes.org/pmwiki/pub/images/crag_linnorm.png]]
org/pmwiki/pub/images/pathfinder_mist_drake.jpg]]
->'''Level:''' 14
5
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan

Bestial, primitive linnorms
Large

Stealthy, agile drakes
that inhabit cold, rocky cold and temperate wetlands and hills.



* KillItWithFire: The killer of a crag linnorm is affected by a Curse of Fire, which makes them vulnerable to fire.
* MagmaMan: The breath weapon of crag linnorms is a jet of lava.
* PlayingWithFire: A crag linnorm's bite injects a literally burning venom.

!!Shoal Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/linnorm_shoallinnorm.png]]
->'''Level:''' 15
->'''Size:''' Gargantuan

Aquatic linnorms found in icy lakes and rivers.

to:

* KillItWithFire: FragileSpeedster: Mist drakes are quicker, stealthier and more agile than other drake species, but also less heavily built and not suited for extended periods of combat. The killer consequently rely on hit-and-run tactics during combat, striking quickly and trusting their speed and camouflage to avoid retribution.
* StealthyMook: Mist drakes are very stealthy creatures, and tend to make good use
of fog and cover when attacking to confuse their foes and protect themselves. That they can exhale a crag linnorm is affected by a Curse cloud of Fire, which makes them vulnerable thick mist at will to fire.
* MagmaMan: The breath weapon of crag linnorms is a jet of lava.
* PlayingWithFire: A crag linnorm's bite injects a literally burning venom.

!!Shoal Linnorm
[[quoteright:350:https://static.
better hide themselves and ruin sightlines doesn't harm.

!!Jungle Drake
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/linnorm_shoallinnorm.png]]
org/pmwiki/pub/images/pathfinder_jungle_drake.png]]
->'''Level:''' 15
6
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan

Aquatic linnorms found in icy lakes and rivers.
Large

Colorful, arboreal drakes that inhabit thick jungles, jungle drakes are also thought to be related to green dragons.



* BeastOfBattle: Some frost giant tribes capture very young shoal linnorms and train them as guards.
* MakingASplash: The breath weapon of shoal linnorms is a cloud of scalding steam.
* PlayingWithFire: The shoal linnorm's venom burns like the hottest alchemist's fire.
* SuperDrowningSkills: Their death curse is particularly nasty in this regard -- every time its victim attempts to ingest a liquid, this will stream into their lungs and drown them on dry land.

!!Fjord Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/linnorm_fjordlinnorm.png]]
->'''Level:''' 16
->'''Size:''' Gargantuan

Fish-headed linnorms that lurk along northern coasts.

to:

* BeastOfBattle: Some frost giant tribes capture very young shoal linnorms and train them as guards.
* MakingASplash:
BewareMyStingerTail: The breath weapon tails of shoal linnorms is a cloud of scalding steam.
* PlayingWithFire: The shoal linnorm's venom burns like
jungle drakes are tipped with sharp stingers, which besides the hottest alchemist's fire.
* SuperDrowningSkills: Their death curse is particularly nasty in this regard -- every time its victim attempts to ingest a liquid, this will stream
damage of the sting itself also inject poison into their lungs targets.
* OurWyvernsAreDifferent: Jungle drakes resemble classical
and drown them on dry land.

!!Fjord Linnorm
[[quoteright:350:https://static.
in-game wyverns more so than any other drake species, thanks to their toxic bites and stingers.
* PoisonousPerson: The stinger at the ends of a jungle drake's tail contains a powerful toxin it can use to debilitate prey and opponents.

!!Sea Drake
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/linnorm_fjordlinnorm.png]]
org/pmwiki/pub/images/sea_drake.png]]
->'''Level:''' 16
6
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan

Fish-headed linnorms that lurk along northern coasts.
Large

Oceanic, fishlike drakes of great size and uncertain descent.



* AnIcePerson: The breath weapon of fjord linnorms is a line of freezing cold water that hardens into ice on contact.
* SeaSerpents: Serpentine, aquatic dragons with only two limbs, webbed claws, fish-like heads and fins, tails ending in flukes and a propensity for attacking ships.
* SuperDrowningSkills: Their death curse makes water-breathing of any sort impossible and prevents its targets from holding their breath for more than limited amount of time. This will even affect naturally aquatic creatures, making challenging a fjord linnorm effectively suicidal for other water-bound monsters.

!!Ice Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ice_linnorm.png]]
->'''Level:''' 17
->'''Size:''' Colossal

White-scaled linnorms that live in icy peaks and within glacial crevasses.

to:

* AnIcePerson: The AquaticMook: Large but otherwise standard drakes, but with a swim speed and found in the sea.
* ShockAndAwe: They get ball lightning for a
breath weapon of fjord linnorms is a line of freezing cold water that hardens into ice on contact.
weapon.
* SeaSerpents: Serpentine, aquatic dragons with only two limbs, webbed claws, fish-like heads and fins, tails ending in flukes and a propensity for attacking ships.
* SuperDrowningSkills: Their death curse makes water-breathing of any sort impossible and prevents its targets from holding their breath for more than limited amount of time. This will even affect naturally aquatic
SeaMonster: They're entirely aquatic, preferentially marine creatures, making challenging a fjord linnorm effectively suicidal for other water-bound monsters.

!!Ice Linnorm
[[quoteright:350:https://static.
and are persistent threats to shipping and sea travel wherever they are found. They're especially fond of capsizing boats.

!!Wyvern
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/ice_linnorm.png]]
org/pmwiki/pub/images/pathfinder_wyvern.png]]
->'''Level:''' 17
6 (wyvern), 8 (Aashaq's wyvern)
->'''Alignment:''' NeutralEvil (wyvern), ChaoticEvil (Aashaq's wyvern) %%CN in 1E, presumably changed to CE in 2E to align with the standard wyvern
->'''Size:''' Colossal

White-scaled linnorms that live in icy peaks
Large

Violent, wild dragons with no forelegs
and within glacial crevasses.a venomous sting.



* KillItWithIce: The killer of an ice linnorm is affected by a Curse of Frost which makes them vulnerable to cold.
* AnIcePerson: The breath weapon of ice linnorms is a gout of freezing, clinging ooze.
* ThatsNoMoon: There are tales of mountaineers unknowingly climbing along the bodies of immense ice linnorms sleeping coiled around mountains, not realizing that they're mistaking a monster for a peak until they reach its head.

!!Cairn Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cairn_innorm.png]]
->'''Level:''' 18
->'''Size:''' Gargantuan

Gaunt, pale serpents that lurk within burial bounds, cairn linnorms are eerie and unnerving even by the standards of their kind.

to:

* KillItWithIce: The killer BewareMyStingerTail: Wyverns have a poisonous stinger at the tip of an ice linnorm is affected their tails.
* BreathWeapon: Aashaq's wyverns are able to emit a noxious blast of gas that burns and blinds those in its path.
* MultipleTailedBeast: Unlike their more mundane cousins, Aashaq's wyverns have bifurcated tails.
* OurWyvernsAreDifferent: Effectively the same kind popularized
by a Curse [[TabletopGame/DungeonsAndDragons the world's oldest roleplaying game]] -- stupid, aggressive and evil relations of Frost which makes them vulnerable to cold.
* AnIcePerson: The
true dragons with no breath weapon of ice linnorms is a gout of freezing, clinging ooze.
* ThatsNoMoon: There are tales of mountaineers unknowingly climbing along
weapons but with deadly stingers at the bodies end of immense ice linnorms sleeping coiled around mountains, not realizing that they're mistaking a monster for a peak until they reach its head.

!!Cairn Linnorm
their tails. They can interbreed with true dragons just fine, although true dragons can in practice breed with just about anything; dragon/wyvern interbreeding in the ancient past is thought to have resulted in the creation of the drakes, another type of dragons resembling large wyverns without stingers but with their draconic progenitors' elemental breaths.
* PoisonousPerson: They can poison prey and enemies by stinging them with their barbed, envenomed tails.

!!Frost Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cairn_innorm.org/pmwiki/pub/images/drake_frostdrake.png]]
->'''Level:''' 18
7
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan

Gaunt, pale serpents that lurk within burial bounds, cairn linnorms
Large

Descended from white dragons, these mountain-dwelling creatures
are eerie paradoxically enough some of the largest and unnerving even by strongest of the standards of their kind.drakes.



* AcidAttack: Their breath weapon is a gout of acid infused with negative energy, which saps the life from their victims even as it eats into their flesh.
* FoodChainOfEvil: Unlike most other monsters, cairn linnorms feed almost exclusively on undead (although not on the incorporeal kind, as unlike umbral dragons they lack a means of physically interacting with ectoplasm). Probably the only upside of living in a cairn linnorm's territory is that it will almost completely devoid of corporeal undead.
* MustBeInvited: It's not clear whether or not this is actually true, but legends hold that cairn linnorms can neither enter nor leave a tomb without the express permission of the interred's descendants -- or the interred themselves, should they have risen into undeath.
* PoisonousPerson: A cairn linnorm has an acidic bite and breath weapon.
* RapidAging: Cairn linnorms inflict their killers with a Curse of Decay, which makes its victims age a year per day.

!!Taiga Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_taiga_linnorm.jpg]]
->'''Level:''' 19
->'''Size:''' Colossal

Lightning-spitting dragons that roam the great northern forests of the world.

to:

* AcidAttack: Their breath weapon is a gout AnIcePerson: They can spit out balls of acid infused with negative energy, which saps the life from their victims even as it eats icy liquid that burst into their flesh.
* FoodChainOfEvil: Unlike most other monsters, cairn linnorms feed almost exclusively on undead (although not on the incorporeal kind, as unlike umbral dragons they lack a means
clouds of physically interacting with ectoplasm). Probably the only upside of living in a cairn linnorm's territory is that it will almost completely devoid of corporeal undead.
* MustBeInvited: It's not clear whether or not this is actually true, but legends hold that cairn linnorms can neither enter nor leave a tomb
freezing mist, move across slippery ice without the express permission of the interred's descendants -- or the interred themselves, should any difficulty and climb up any surface as long as it is coated with ice. They are also immune to cold damage.
* KillItWithFire: As creatures closely tied to elemental cold, frost drakes are very vulnerable to fire damage.
* WallCrawl: A limited variant;
they have risen into undeath.
* PoisonousPerson: A cairn linnorm has an acidic bite and breath weapon.
* RapidAging: Cairn linnorms inflict their killers with a Curse of Decay, which makes its victims age a year per day.

!!Taiga Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_taiga_linnorm.jpg]]
can climb on any surface, provided that it's covered in ice.

!!Spire Drake
->'''Level:''' 19
7
->'''Alignment:''' LawfulEvil
->'''Size:''' Colossal

Lightning-spitting dragons that roam the great northern forests of the world.
Large



* ShockAndAwe: The breath weapon of taiga linnorms is a cone of electrified vapor, and their bite is charged as well.

!!Tarn Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tarn_linnorm.png]]
->'''Level:''' 20
->'''Size:''' Colossal

Two-headed linnorms that lair along isolated mountain lakes.

to:

* ShockAndAwe: The breath weapon of taiga linnorms is a cone of electrified vapor, CollectorOfTheStrange: Spire drakes are particularly curious about magic and their bite is charged as well.

!!Tarn Linnorm
magical items, and enjoy having large collections of such items even if they don't know how to use them.

!!Desert Drake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tarn_linnorm.org/pmwiki/pub/images/drake_desertdrake.png]]
->'''Level:''' 20
8
->'''Alignment:''' NeutralEvil
->'''Size:''' Colossal

Two-headed linnorms
Large

Fierce, predatory drakes found in tropical deserts, desert drakes lack the cunning and intelligence
that lair along isolated mountain lakes.characterizes their more powerful blue dragon kin.



* AcidAttack: They can choose between a line of acid and a cone of acidic gas for their breath weapon, and inject [[PoisonIsCorrosive acidic venom]] through their bites.
* DeadlyGas: A tarn linnorm's acidic breath will evaporate into toxic fumes when it dissolves organic flesh.
* MultipleHeadCase: Tarn linnorms have two heads. These heads can both use their breath weapons at the same time for doubled destruction, and the expanded range of vision means that it's pretty much impossible to sneak up on these things.
* PoisonIsCorrosive: Tarn linnorm venom deals acid damage.
* WoundThatWillNotHeal: Their curse makes it impossible for their killer to heal naturally or benefit from magical healing.

!!Tor Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tor_linnorm.png]]
->'''Level:''' 21
->'''Size:''' Colossal

Powerful, four-armed linnorms that lurk within volcanoes.

to:

* AcidAttack: They can choose between a line of acid SandWorm: Desert drakes are adept burrowers, and a cone are fond of acidic gas for their lurking beneath the sand to ambush prey passing above.
* ShockAndAwe: Their
breath weapon, weapon is an electrically charged cloud of airborne sand and inject [[PoisonIsCorrosive acidic venom]] through their bites.
* DeadlyGas: A tarn linnorm's acidic breath will evaporate into toxic fumes when it dissolves organic flesh.
* MultipleHeadCase: Tarn linnorms have two heads. These heads can both use their breath weapons at the same time for doubled destruction,
dust, and the expanded range of vision means that it's pretty much impossible are themselves resistant to sneak up on these things.
* PoisonIsCorrosive: Tarn linnorm venom deals acid
electric damage.
* WoundThatWillNotHeal: Their curse makes it impossible for their killer to heal naturally or benefit from magical healing.

!!Tor Linnorm
[[quoteright:350:https://static.
StealthyMook: Desert drakes are adept ambush predators and themed around stealth, and specialize in lurking out of view before suddenly attacking passing prey.

!!Lava Drake
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/tor_linnorm.org/pmwiki/pub/images/pathtfinder_lava_drake.png]]
->'''Level:''' 21
9
->'''Alignment:''' NeutralEvil
->'''Size:''' Colossal

Powerful, four-armed linnorms that lurk within
Large

Animalistic relations of magma dragons who lair near
volcanoes.



* AGodAmI: Tor linnorms enjoy being adored and worshipped and have been known to delay eating victims that seem to be particulary cowed by their presence.
* KillItWithFire: The killer of a tor linnorm is affected by a Curse of Boiling Blood, which makes them vulnerable to fire.
* NonIndicativeName: A tor is a type of rock formation found in otherwise flat land. While a given tor may theoretically be volcanic and thus a suitable home for a tor linnorm, there's still a rather severe disconnect between this creature's name and its actual preferred habitat.
* PlayingWithFire: The breath weapon of tor linnorms is a cone of flames and ash, and their venom is burning.
* VolcanicVeins: A tor linnorm's body visibly glows red with its fiery power, red light outlining the spaces between its scales.

!!Sea Linnorm
->'''Level:''' 22
->'''Size:''' Colossal

Immensely powerful linnorms that lurk within the darkest depths of the sea.

to:

* AGodAmI: Tor linnorms enjoy being adored MagmaMan: They can swim in lava and worshipped and have been known to delay eating victims that seem to be particulary cowed by vomit globs of molten rock onto their presence.
* KillItWithFire: The killer of a tor linnorm is affected by a Curse of Boiling Blood, which makes them vulnerable to fire.
* NonIndicativeName: A tor is a type of rock formation found in otherwise flat land. While a given tor may theoretically be volcanic and thus a suitable home for a tor linnorm, there's still a rather severe disconnect between this creature's name and its actual preferred habitat.
* PlayingWithFire: The breath weapon of tor linnorms is a cone of flames and ash, and their venom is burning.
* VolcanicVeins: A tor linnorm's body visibly glows red with its fiery power, red light outlining the spaces between its scales.

!!Sea Linnorm
foes.

!!Rift Drake
->'''Level:''' 22
9
->'''Alignment:''' ChaoticEvil
->'''Size:''' Colossal

Immensely powerful linnorms that lurk within the darkest depths of the sea.
Large



* TheAgeless: Sea linnorms are believed to be functionally immortal -- none have ever been known to die of old age, and the oldest recorded specimens have lived for over five millennia each.
* LazyDragon: Sea linnorms hibernate for centuries at a time, awakening only to feed and check over their territories before returning to their sleep.
* LuringInPrey: A sea linnorm has a distinctive facial lure which it uses to lure sea animals to their doom; in game terms, it can cause any other creature to stand stupefied when the sea linnorm flashes it.
* SeaSerpents: Sea linnorms are immense, serpentine dragons, provided with lionfish-like spines and glowing lures, that live in the deepest underwater trenches of the world.
* ShockAndAwe: Bioelectricity courses through their bodies, powering both their lures and cone of orange electricity that serves as their breath weapon and shorts out the nervous systems of their victims.
* SuperDrowningSkills: Their death curse, the curse of crushing depths, causes their killers to take 3d6 pressure damage every round when underwater, regardless of any skills, abilities or protections that might decree otherwise.

to:

* TheAgeless: Sea linnorms AcidAttack: A rift drake can spit a ball of caustic gas that bursts into a cloud upon impact.

!!Ether Drake
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* {{Telepathy}}: Ether drakes
are believed to be functionally immortal -- none have ever been known to die of old age, innate telepaths, and often use telepathy to communicate with each other.
* TokenHeroicOrc: Ether drakes are
the oldest recorded specimens have lived for over five millennia each.
* LazyDragon: Sea linnorms hibernate for centuries at a time, awakening
only to feed non-evil drake species, and check over stand out among their territories before returning to cousins for their sleep.
* LuringInPrey: A sea linnorm has a distinctive facial lure which it uses to lure sea animals to their doom; in game terms, it can cause any other creature to stand stupefied when the sea linnorm flashes it.
* SeaSerpents: Sea linnorms are immense, serpentine dragons, provided with lionfish-like spines
relatively nonaggressive natures and glowing lures, that live in the deepest underwater trenches of the world.
* ShockAndAwe: Bioelectricity courses through their bodies, powering both their lures and cone of orange electricity that serves as their breath weapon and shorts out the nervous systems of their victims.
* SuperDrowningSkills: Their death curse, the curse of crushing depths, causes their killers to take 3d6 pressure damage every round when underwater, regardless of any skills, abilities or protections that might decree otherwise.
not habitually preying on sapient beings.



!Single Draconic Species
!!Templates
[[folder:Half-Dragon]]
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Same as base creature
->'''Size:''' Same as base creature

The result of mixed parentage between a dragon and another creature. This template can be applied to any living corporeal creature, changing its creature type to dragon.

to:

!Single Draconic Species
!!Templates
[[folder:Half-Dragon]]
->'''Level:''' Same as base creature + 2
[[folder:Linnorm]]
->'''Alignment:''' Same as base creature
->'''Size:''' Same as base creature

The result of mixed parentage between a dragon
ChaoticEvil

Ancient
and another creature. This template can be applied to any living corporeal creature, changing its creature type to dragon.primal dragons with no wings. They resent their more intelligent and magical descendants.



* HybridMonster: The non-draconic progenitors of half-dragons can be varied indeed, and are hardly limited to humanoids -- half-dragon basilisks, griffons and destrachans are all known to exist. Generally, half-dragons of any sort are most often the result of magical accidents or experiments -- rarely, a half-dragon might be the actual result of a dragon mating with another creature.
* TrueBreedingHybrid: Half-dragons generally breed true with others of their own kinds: if enough are created in close enough spatial and temporal proximity to each other, it's entirely possible for them to become a true, self-sustaining species in their own right.

!!Dracolisk
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dracolisk_6.png]]

to:

* HybridMonster: The non-draconic progenitors ChaoticEvil: Unlike other dragon types, which if nothing else vary along the law-chaos axis, every single breed of half-dragons linnorm fits in this aligment.
* ColdIron: Linnorms are vulnerable to cold iron weapons, something presumably linked to their close ties with the First World and the fey.
* DyingCurse: Adult linnorms
can be varied indeed, inflict a nasty curse upon their killer.
* GiantFlyer: Despite their size and lack of wings, linnorms can fly like true dragons.
* GrimUpNorth: Linnorms inhabit the far north of the world,
and are hardly limited rarely if ever found in warmer, southerly areas.
* PoisonousPerson: All linnorms have a venomous bite.
* UndergroundMonkey: Linnorms tend
to humanoids -- half-dragon basilisks, griffons and destrachans are all known to exist. Generally, half-dragons of any sort are most often the result of magical accidents or experiments -- rarely, a half-dragon might be the actual result of a dragon mating geared around very specific environments, with another creature.
* TrueBreedingHybrid: Half-dragons generally breed true with others of their own kinds: if enough are created in close enough spatial and temporal proximity to
each other, it's entirely possible for them variant being named and themed around its preferred nesting spots -- besides variants found in the taiga, in glaciers or along coastlines you also get things like linnorms specific to become a true, self-sustaining species in their own right.

!!Dracolisk
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dracolisk_6.png]]
burial mounds, tarns[[note]]glacier-dug mountain lakes[[/note]] and the like.

!!Young Linnorm



->'''Alignment:''' TrueNeutral




The offspring of true dragons and basilisks.



* BasiliskAndCockatrice: Their non-draconic ancestors are basilisks, and they retain their multiple legs and petrifying gaze.
* TakenForGranite: Like their basilisk progenitors, they can petrify those who look them in the eyes.
* TrueBreedingHybrid: Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks that have proven viable and can breed with one another as well as with basilisks.
* VertebrateWithExtraLimbs: More so than either parent species -- they have a dragon's wings and a basilisk's eight legs, for a total of ten articulate limbs.
[[/folder]]

!!Level 0
[[folder:Pyrausta]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_pyrausta.jpg]]
->'''Level:''' 0
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Diminutive

to:

* BasiliskAndCockatrice: Their non-draconic ancestors BigEater: Juvenile linnorms are basilisks, and they retain voracious, eating any living creature to fuel their multiple legs and petrifying gaze.
* TakenForGranite: Like their basilisk progenitors, they can petrify those who look them in the eyes.
* TrueBreedingHybrid: Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks that have proven viable and can breed with one another as well as with basilisks.
* VertebrateWithExtraLimbs: More so than either parent species -- they have a dragon's wings and a basilisk's eight legs, for a total of ten articulate limbs.
[[/folder]]

!!Level 0
[[folder:Pyrausta]]
[[quoteright:200:https://static.
growth.

!!Crag Linnorm
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_pyrausta.jpg]]
org/pmwiki/pub/images/crag_linnorm.png]]
->'''Level:''' 0
->'''Alignment:''' ChaoticNeutral
14
->'''Size:''' DiminutiveGargantuan

Bestial, primitive linnorms that inhabit cold, rocky hills.



* TechnicolorFire: A pyrausta's fiery breath [[LivingMoodRing changes colour depending on its emotions]].
[[/folder]]

!!Level 1
[[folder:Pseudodragon]]
[[quoteright:120:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon.jpeg]]
->'''Level:''' 1
->'''Alignment:''' NeutralGood
->'''Size:''' Tiny

to:

* TechnicolorFire: A pyrausta's fiery KillItWithFire: The killer of a crag linnorm is affected by a Curse of Fire, which makes them vulnerable to fire.
* MagmaMan: The
breath [[LivingMoodRing changes colour depending on its emotions]].
[[/folder]]

!!Level 1
[[folder:Pseudodragon]]
[[quoteright:120:https://static.
weapon of crag linnorms is a jet of lava.
* PlayingWithFire: A crag linnorm's bite injects a literally burning venom.

!!Shoal Linnorm
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pseudodragon.jpeg]]
org/pmwiki/pub/images/linnorm_shoallinnorm.png]]
->'''Level:''' 1
->'''Alignment:''' NeutralGood
15
->'''Size:''' TinyGargantuan

Aquatic linnorms found in icy lakes and rivers.



* BewareMyStingerTail: Their tails are tipped with poisonous stingers.
* {{Familiar}}: Highly social as they are, pseudodragons will partner up as familiars with good-aligned sorcerers and wizards.
* ShoulderSizedDragon: They're about the size of housecats, despite resembling true dragons in every outward aspect otherwise, and capable of perching on a human-sized creature's shoulder.
* {{Telepathy}}: As they cannot physically speak, telepathy is their only means of communicating directly with other species.
[[/folder]]

!!Level 2
[[folder:Calligraphy Wyrm]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Diminutive

to:

* BewareMyStingerTail: BeastOfBattle: Some frost giant tribes capture very young shoal linnorms and train them as guards.
* MakingASplash: The breath weapon of shoal linnorms is a cloud of scalding steam.
* PlayingWithFire: The shoal linnorm's venom burns like the hottest alchemist's fire.
* SuperDrowningSkills:
Their tails are tipped with poisonous stingers.
* {{Familiar}}: Highly social as they are, pseudodragons will partner up as familiars with good-aligned sorcerers and wizards.
* ShoulderSizedDragon: They're about the size of housecats, despite resembling true dragons
death curse is particularly nasty in this regard -- every outward aspect otherwise, and capable of perching on time its victim attempts to ingest a human-sized creature's shoulder.
* {{Telepathy}}: As they cannot physically speak, telepathy is
liquid, this will stream into their only means of communicating directly with other species.
[[/folder]]

!!Level 2
[[folder:Calligraphy Wyrm]]
lungs and drown them on dry land.

!!Fjord Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/linnorm_fjordlinnorm.png]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
16
->'''Size:''' DiminutiveGargantuan

Fish-headed linnorms that lurk along northern coasts.



* {{Objectshifting}}: A calligraphy wyrm can turn into a golden fountain pen decorated with designs reminiscent of sovereign dragons.
[[/folder]]

[[folder:Faerie Dragon]]
->'''Level:''' 2
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny

Whimsical, butterfly-winged dragon-kin, faerie dragons have closer ties to the fey and the First World than most of their kin.

to:

* {{Objectshifting}}: A calligraphy wyrm can turn AnIcePerson: The breath weapon of fjord linnorms is a line of freezing cold water that hardens into a golden fountain pen decorated ice on contact.
* SeaSerpents: Serpentine, aquatic dragons
with designs reminiscent only two limbs, webbed claws, fish-like heads and fins, tails ending in flukes and a propensity for attacking ships.
* SuperDrowningSkills: Their death curse makes water-breathing
of sovereign dragons.
[[/folder]]

[[folder:Faerie Dragon]]
any sort impossible and prevents its targets from holding their breath for more than limited amount of time. This will even affect naturally aquatic creatures, making challenging a fjord linnorm effectively suicidal for other water-bound monsters.

!!Ice Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ice_linnorm.png]]
->'''Level:''' 2
->'''Alignment:''' ChaoticGood
17
->'''Size:''' Tiny

Whimsical, butterfly-winged dragon-kin, faerie dragons have closer ties to the fey
Colossal

White-scaled linnorms that live in icy peaks
and the First World than most of their kin.within glacial crevasses.



* BossInMookClothing: Unlike other dragons, faerie dragons don't grow in size after reaching adulthood and often take levels in spellcaster classes. Consequently, while sporadic faerie dragons can grow very powerful indeed, they won't actually look much different from their common kin. This can lead to people unknowingly picking on someone much above their weight class, when the minor woodland creature turns out to be a level 20 druid or wizard.
* FairyDragons: Miniature dragons with blue scales and colorful butterfly wings, and which breathe a euphoric gas that makes other beings dazed and confused. They have close ties to the fey, often associating with them, and many live in the First World. They wander through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter; they don't generally seek to harm anyone, but their pranks can often get away from them.
* ShoulderSizedDragon: They don't grow to be much bigger than cats.
* StupidityInducingAttack: They breathe a euphoric gas that stupefies those that breathe it, dulling their minds and clouding their senses.
* TricksterArchetype: Faerie dragons are a benevolent version of this, wandering through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter, but without seeking to harm anyone.
[[/folder]]

[[folder:Grauladon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grauladon.png]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind.

Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=435 here]].

to:

* BossInMookClothing: Unlike other dragons, faerie dragons don't grow in size after reaching adulthood and often take levels in spellcaster classes. Consequently, while sporadic faerie dragons can grow very powerful indeed, they won't actually look much different from their common kin. This can lead KillItWithIce: The killer of an ice linnorm is affected by a Curse of Frost which makes them vulnerable to people cold.
* AnIcePerson: The breath weapon of ice linnorms is a gout of freezing, clinging ooze.
* ThatsNoMoon: There are tales of mountaineers
unknowingly picking on someone much above their weight class, when climbing along the minor woodland creature turns out to be a level 20 druid or wizard.
* FairyDragons: Miniature dragons with blue scales and colorful butterfly wings, and which breathe a euphoric gas
bodies of immense ice linnorms sleeping coiled around mountains, not realizing that makes other beings dazed and confused. They have close ties to the fey, often associating with them, and many live in the First World. They wander through life in search of amusement and playing elaborate tricks and pranks on anyone they're mistaking a monster for a peak until they encounter; they don't generally seek to harm anyone, but their pranks can often get away from them.
* ShoulderSizedDragon: They don't grow to be much bigger than cats.
* StupidityInducingAttack: They breathe a euphoric gas that stupefies those that breathe it, dulling their minds and clouding their senses.
* TricksterArchetype: Faerie dragons are a benevolent version of this, wandering through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter, but without seeking to harm anyone.
[[/folder]]

[[folder:Grauladon]]
reach its head.

!!Cairn Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grauladon.png]]
org/pmwiki/pub/images/cairn_innorm.png]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
18
->'''Size:''' Large

Grauladons are vicious predators
Gargantuan

Gaunt, pale serpents
that appear crocodilian in form, but lurk within burial bounds, cairn linnorms are in fact distant offshoots eerie and unnerving even by the standards of dragonkind.

Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=435 here]].
their kind.



* ThePigPen: A grauladon has a disgusting smell, the result of its fetid habitat and diet of rotting, waterlogged meat.
[[/folder]]

[[folder:House Drake]]
->'''Level:''' 2
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny

A subspecies of pseudodragon that lives in the Varisian city of Korvosa. Known for battling the imps also plaguing the city.

to:

* ThePigPen: AcidAttack: Their breath weapon is a gout of acid infused with negative energy, which saps the life from their victims even as it eats into their flesh.
* FoodChainOfEvil: Unlike most other monsters, cairn linnorms feed almost exclusively on undead (although not on the incorporeal kind, as unlike umbral dragons they lack a means of physically interacting with ectoplasm). Probably the only upside of living in a cairn linnorm's territory is that it will almost completely devoid of corporeal undead.
* MustBeInvited: It's not clear whether or not this is actually true, but legends hold that cairn linnorms can neither enter nor leave a tomb without the express permission of the interred's descendants -- or the interred themselves, should they have risen into undeath.
* PoisonousPerson:
A grauladon cairn linnorm has an acidic bite and breath weapon.
* RapidAging: Cairn linnorms inflict their killers with
a disgusting smell, the result Curse of Decay, which makes its fetid habitat and diet of rotting, waterlogged meat.
[[/folder]]

[[folder:House Drake]]
victims age a year per day.

!!Taiga Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_taiga_linnorm.jpg]]
->'''Level:''' 2
->'''Alignment:''' ChaoticGood
19
->'''Size:''' Tiny

A subspecies of pseudodragon
Colossal

Lightning-spitting dragons
that lives in roam the Varisian city great northern forests of Korvosa. Known for battling the imps also plaguing the city.world.



* GoodCounterpart: They serve as this to the flocks of imps they are in constant conflict with for control of Korvosa's rooftops and skies. In addition to their opposing alignments -- ChaoticGood and LawfulEvil -- the two species possess multiple shared physical features, such as size, leathery wings, six limbs, horns, stinger-tipped tails, and a position near the bottom of the magical pecking order, to further emphasize their rivalry.
* LamarckWasRight: Their pseudodragon ancestors started by chewing on silver coins, studying magic, and eating dream spiders so that their natural weapons could affect imps. They started naturally displaying these adaptations in only a few short generations, suggesting that some outside source helped them out. Or maybe dragons just evolve that fast.
* {{Retcon}}: House drakes were developed for the special edition of ''Curse of the Crimson Throne'', after the writers realized that stock pseudodragon had several disadvantages against imps, and wanted to even things out.
* SilverHasMysticPowers: Their teeth and stingers are laced with silver, allowing them to penetrate the imps' natural DamageReduction.
[[/folder]]

[[folder:Nycar]]
->'''Level:''' 2
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Tiny

to:

* GoodCounterpart: They serve as this to the flocks ShockAndAwe: The breath weapon of imps they are in constant conflict with for control taiga linnorms is a cone of Korvosa's rooftops electrified vapor, and skies. In addition to their opposing alignments -- ChaoticGood and LawfulEvil -- the two species possess multiple shared physical features, such bite is charged as size, leathery wings, six limbs, horns, stinger-tipped tails, and a position near the bottom of the magical pecking order, to further emphasize their rivalry.
* LamarckWasRight: Their pseudodragon ancestors started by chewing on silver coins, studying magic, and eating dream spiders so that their natural weapons could affect imps. They started naturally displaying these adaptations in only a few short generations, suggesting that some outside source helped them out. Or maybe dragons just evolve that fast.
* {{Retcon}}: House drakes were developed for the special edition of ''Curse of the Crimson Throne'', after the writers realized that stock pseudodragon had several disadvantages against imps, and wanted to even things out.
* SilverHasMysticPowers: Their teeth and stingers are laced with silver, allowing them to penetrate the imps' natural DamageReduction.
[[/folder]]

[[folder:Nycar]]
well.

!!Tarn Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tarn_linnorm.png]]
->'''Level:''' 2
->'''Alignment:''' ChaoticNeutral
20
->'''Size:''' TinyColossal

Two-headed linnorms that lair along isolated mountain lakes.



* PoisonousPerson: A nycar's savage bite is venomous; after one bite, the nycar usually withdraws to safety to wait for its prey to sicken and die.
[[/folder]]

[[folder:Tatzlwyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tatzlwyrm.png]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

A whelp race of dragonkind, tatzlwyrms lurk amid the deepest wilds of the natural world. Although they lack many of the qualities of true dragons--most notably wings and powerful breath weapons--their instinctual cunning and innate ferocity is not diminished by their size.\\
\\
Their 3.5 stats can be found in ''Hollow's Last Hope''. Their Pathfinder 1st Edition stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/dragons/tatzlwyrm/ here]].

to:

* PoisonousPerson: AcidAttack: They can choose between a line of acid and a cone of acidic gas for their breath weapon, and inject [[PoisonIsCorrosive acidic venom]] through their bites.
* DeadlyGas:
A nycar's savage bite is venomous; after one bite, tarn linnorm's acidic breath will evaporate into toxic fumes when it dissolves organic flesh.
* MultipleHeadCase: Tarn linnorms have two heads. These heads can both use their breath weapons at
the nycar usually withdraws to safety to wait same time for its prey to sicken doubled destruction, and die.
[[/folder]]

[[folder:Tatzlwyrm]]
the expanded range of vision means that it's pretty much impossible to sneak up on these things.
* PoisonIsCorrosive: Tarn linnorm venom deals acid damage.
* WoundThatWillNotHeal: Their curse makes it impossible for their killer to heal naturally or benefit from magical healing.

!!Tor Linnorm
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tatzlwyrm.png]]
org/pmwiki/pub/images/tor_linnorm.png]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
21
->'''Size:''' Medium

A whelp race of dragonkind, tatzlwyrms
Colossal

Powerful, four-armed linnorms that
lurk amid the deepest wilds of the natural world. Although they lack many of the qualities of true dragons--most notably wings and powerful breath weapons--their instinctual cunning and innate ferocity is not diminished by their size.\\
\\
Their 3.5 stats can be found in ''Hollow's Last Hope''. Their Pathfinder 1st Edition stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/dragons/tatzlwyrm/ here]].
within volcanoes.



* ArmlessBiped: Tatzlwyrms have only two limbs and no wings.

to:

* ArmlessBiped: Tatzlwyrms AGodAmI: Tor linnorms enjoy being adored and worshipped and have been known to delay eating victims that seem to be particulary cowed by their presence.
* KillItWithFire: The killer of a tor linnorm is affected by a Curse of Boiling Blood, which makes them vulnerable to fire.
* NonIndicativeName: A tor is a type of rock formation found in otherwise flat land. While a given tor may theoretically be volcanic and thus a suitable home for a tor linnorm, there's still a rather severe disconnect between this creature's name and its actual preferred habitat.
* PlayingWithFire: The breath weapon of tor linnorms is a cone of flames and ash, and their venom is burning.
* VolcanicVeins: A tor linnorm's body visibly glows red with its fiery power, red light outlining the spaces between its scales.

!!Sea Linnorm
->'''Level:''' 22
->'''Size:''' Colossal

Immensely powerful linnorms that lurk within the darkest depths of the sea.
----
* TheAgeless: Sea linnorms are believed to be functionally immortal -- none have ever been known to die of old age, and the oldest recorded specimens have lived for over five millennia each.
* LazyDragon: Sea linnorms hibernate for centuries at a time, awakening
only two limbs to feed and no wings.check over their territories before returning to their sleep.
* LuringInPrey: A sea linnorm has a distinctive facial lure which it uses to lure sea animals to their doom; in game terms, it can cause any other creature to stand stupefied when the sea linnorm flashes it.
* SeaSerpents: Sea linnorms are immense, serpentine dragons, provided with lionfish-like spines and glowing lures, that live in the deepest underwater trenches of the world.
* ShockAndAwe: Bioelectricity courses through their bodies, powering both their lures and cone of orange electricity that serves as their breath weapon and shorts out the nervous systems of their victims.
* SuperDrowningSkills: Their death curse, the curse of crushing depths, causes their killers to take 3d6 pressure damage every round when underwater, regardless of any skills, abilities or protections that might decree otherwise.



!!Level 3
[[folder:Kyrana]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Kyranas are large, iguana-like relatives of true dragons, with low intelligence and an affinity for fire. Though quite weak as dragons go, kyranas are still dangerous enough to command the fear and respect of kobolds, who often encounter the fire-breathing dragons while digging deep tunnels.

to:

!!Level 3
[[folder:Kyrana]]
!Single Draconic Species
!!Templates
[[folder:Half-Dragon]]
->'''Level:''' 3
Same as base creature + 2
->'''Alignment:''' NeutralEvil
Same as base creature
->'''Size:''' Medium

Kyranas are large, iguana-like relatives
Same as base creature

The result
of true dragons, with low intelligence mixed parentage between a dragon and an affinity for fire. Though quite weak as dragons go, kyranas are still dangerous enough another creature. This template can be applied to command the fear and respect of kobolds, who often encounter the fire-breathing dragons while digging deep tunnels.any living corporeal creature, changing its creature type to dragon.



* FeedItWithFire: Kyranas are unaffected by fire-based attacks, and are healed supernaturally by contact with fire.

to:

* FeedItWithFire: Kyranas are unaffected by fire-based attacks, HybridMonster: The non-draconic progenitors of half-dragons can be varied indeed, and are healed supernaturally by contact hardly limited to humanoids -- half-dragon basilisks, griffons and destrachans are all known to exist. Generally, half-dragons of any sort are most often the result of magical accidents or experiments -- rarely, a half-dragon might be the actual result of a dragon mating with fire.another creature.
* TrueBreedingHybrid: Half-dragons generally breed true with others of their own kinds: if enough are created in close enough spatial and temporal proximity to each other, it's entirely possible for them to become a true, self-sustaining species in their own right.

!!Dracolisk
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dracolisk_6.png]]
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

The offspring of true dragons and basilisks.
----
* BasiliskAndCockatrice: Their non-draconic ancestors are basilisks, and they retain their multiple legs and petrifying gaze.
* TakenForGranite: Like their basilisk progenitors, they can petrify those who look them in the eyes.
* TrueBreedingHybrid: Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks that have proven viable and can breed with one another as well as with basilisks.
* VertebrateWithExtraLimbs: More so than either parent species -- they have a dragon's wings and a basilisk's eight legs, for a total of ten articulate limbs.



[[folder:Tidepool Dragon]]
->'''Level:''' 3

to:

[[folder:Tidepool Dragon]]
!!Level 0
[[folder:Pyrausta]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_pyrausta.jpg]]
->'''Level:''' 30



->'''Size:''' Tiny

to:

->'''Size:''' TinyDiminutive



* {{Familiar}}: Tidepool dragons sometimes become familiars of spellcasters who go out of their way to feed them rich or exotic foods.

to:

* {{Familiar}}: Tidepool dragons sometimes become familiars of spellcasters who go out of their way to feed them rich or exotic foods.TechnicolorFire: A pyrausta's fiery breath [[LivingMoodRing changes colour depending on its emotions]].



!!Level 4
[[folder:Amphiptere]]
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

to:

!!Level 4
[[folder:Amphiptere]]
1
[[folder:Pseudodragon]]
[[quoteright:120:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon.jpeg]]
->'''Level:''' 4
1
->'''Alignment:''' TrueNeutral
NeutralGood
->'''Size:''' LargeTiny



* ImpaledWithExtremePrejudice: If an amphiptere scores a critical hit with its tail attack against a creature smaller than itself, its spike-tipped tail impales the victim.
* OurWyvernsAreDifferent: Amphipteres are close relatives to wyverns, and have serpentine bodies and bat-like wings like their cousins. Unlike wyverns, however, amphipteres are only capable of limited flight and must use the long claws on the tips of their wings to propel their bodies along.

to:

* ImpaledWithExtremePrejudice: If an amphiptere scores a critical hit BewareMyStingerTail: Their tails are tipped with its tail attack against a creature smaller than itself, its spike-tipped tail impales poisonous stingers.
* {{Familiar}}: Highly social as they are, pseudodragons will partner up as familiars with good-aligned sorcerers and wizards.
* ShoulderSizedDragon: They're about
the victim.
* OurWyvernsAreDifferent: Amphipteres are close relatives to wyverns,
size of housecats, despite resembling true dragons in every outward aspect otherwise, and have serpentine bodies and bat-like wings like their cousins. Unlike wyverns, however, amphipteres are only capable of limited flight and must use the long claws perching on the tips of a human-sized creature's shoulder.
* {{Telepathy}}: As they cannot physically speak, telepathy is
their wings to propel their bodies along.only means of communicating directly with other species.



[[folder:Najra Lizard]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/najralizard.png]]
->'''Level:''' 4
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Tiny

to:

[[folder:Najra Lizard]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/najralizard.png]]
!!Level 2
[[folder:Calligraphy Wyrm]]
->'''Level:''' 4
2
->'''Alignment:''' ChaoticNeutral
TrueNeutral
->'''Size:''' TinyDiminutive



* PoisonousPerson: The najra lizard's bite injects a venom that turns the victim extremely thirsty and prevents it from quenching its thirst. The wealthy may seek to dose a rival with diluted najra lizard venom, hoping their thirst will make them drink too much alcohol and create an embarrassing spectacle.

to:

* PoisonousPerson: The najra lizard's bite injects {{Objectshifting}}: A calligraphy wyrm can turn into a venom that turns the victim extremely thirsty and prevents it from quenching its thirst. The wealthy may seek to dose a rival golden fountain pen decorated with diluted najra lizard venom, hoping their thirst will make them drink too much alcohol and create an embarrassing spectacle.designs reminiscent of sovereign dragons.



!!Level 5
[[folder:Gowrow]]
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

to:

!!Level 5
[[folder:Gowrow]]
[[folder:Fey Dragonet]]
->'''Level:''' 5
2
->'''Alignment:''' TrueNeutral
ChaoticGood
->'''Size:''' LargeTiny

Whimsical, butterfly-winged dragon-kin, fey dragonets have closer ties to the fey and the First World than most of their kin.



* AquaticMook: A gowrow's natural weapons and fighting style are adapted to its aquatic nature.

to:

* AquaticMook: A gowrow's natural weapons BossInMookClothing: Unlike other dragons, fey dragonets don't grow in size after reaching adulthood and fighting style are adapted often take levels in spellcaster classes. Consequently, while sporadic fey dragonets can grow very powerful indeed, they won't actually look much different from their common kin. This can lead to its aquatic nature.people unknowingly picking on someone much above their weight class, when the minor woodland creature turns out to be a level 20 druid or wizard.
* FairyDragons: Miniature dragons with blue scales and colorful butterfly wings, and which breathe a euphoric gas that makes other beings dazed and confused. They have close ties to the fey, often associating with them, and many live in the First World. They wander through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter; they don't generally seek to harm anyone, but their pranks can often get away from them.
* ShoulderSizedDragon: They don't grow to be much bigger than cats.
* StupidityInducingAttack: They breathe a euphoric gas that stupefies those that breathe it, dulling their minds and clouding their senses.
* TheTrickster: Fey dragonets wander through life in search of amusement and playing elaborate tricks and pranks on anyone they encounter, but without seeking to harm anyone.



[[folder:Rope Dragon]]
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small

to:

[[folder:Rope Dragon]]
[[folder:Grauladon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grauladon.png]]
->'''Level:''' 5
2
->'''Alignment:''' ChaoticNeutral
TrueNeutral
->'''Size:''' SmallLarge

Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind.

Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=435 here]].



* ThatsNoMoon: Rope dragons often disguise as and hide among ordinary rope to steal sweet and expensive foods and escape undetected.

to:

* ThatsNoMoon: Rope dragons often disguise as ThePigPen: A grauladon has a disgusting smell, the result of its fetid habitat and hide among ordinary rope to steal sweet and expensive foods and escape undetected.diet of rotting, waterlogged meat.



!!Level 6
[[folder:I'iko Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/iikodragon.png]]
->'''Level:''' 6
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small

to:

!!Level 6
[[folder:I'iko Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/iikodragon.png]]
[[folder:House Drake]]
->'''Level:''' 6
2
->'''Alignment:''' ChaoticNeutral
ChaoticGood
->'''Size:''' SmallTiny

A subspecies of pseudodragon that lives in the Varisian city of Korvosa. Known for battling the imps also plaguing the city.



* EatDirtCheap: I'iko dragons consume glass, crystals and gemstones to harden and colour their scales.

to:

* EatDirtCheap: I'iko GoodCounterpart: They serve as this to the flocks of imps they are in constant conflict with for control of Korvosa's rooftops and skies. In addition to their opposing alignments -- ChaoticGood and LawfulEvil -- the two species possess multiple shared physical features, such as size, leathery wings, six limbs, horns, stinger-tipped tails, and a position near the bottom of the magical pecking order, to further emphasize their rivalry.
* LamarckWasRight: Their pseudodragon ancestors started by chewing on silver coins, studying magic, and eating dream spiders so that their natural weapons could affect imps. They started naturally displaying these adaptations in only a few short generations, suggesting that some outside source helped them out. Or maybe
dragons consume glass, crystals just evolve that fast.
* {{Retcon}}: House drakes were developed for the special edition of ''Curse of the Crimson Throne'', after the writers realized that stock pseudodragon had several disadvantages against imps,
and gemstones wanted to harden even things out.
* SilverHasMysticPowers: Their teeth
and colour their scales.stingers are laced with silver, allowing them to penetrate the imps' natural DamageReduction.



[[folder:Myroga]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

to:

[[folder:Myroga]]
[[folder:Nycar]]
->'''Level:''' 6
2
->'''Alignment:''' NeutralEvil
ChaoticNeutral
->'''Size:''' LargeTiny



* CollectorOfTheStrange: The treasures in a myroga's hoard tend to be eccentric and strange, like powerful crystal balls, cursed suits of armour and intelligent talking weapons.
* LeyLine: Myrogas draw their occult abilities from ley lines--loci of intense magical energy often associated with psychic phenomena.
* MagicEater: A myroga roosts near a ley line and sups on its nearly inexhaustible ambient magic to grow stronger and expand its repertoire of brutal powers.

to:

* CollectorOfTheStrange: The treasures in a myroga's hoard tend PoisonousPerson: A nycar's savage bite is venomous; after one bite, the nycar usually withdraws to be eccentric safety to wait for its prey to sicken and strange, like powerful crystal balls, cursed suits of armour and intelligent talking weapons.
* LeyLine: Myrogas draw their occult abilities from ley lines--loci of intense magical energy often associated with psychic phenomena.
* MagicEater: A myroga roosts near a ley line and sups on its nearly inexhaustible ambient magic to grow stronger and expand its repertoire of brutal powers.
die.



!!Level 8
[[folder:Bida]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bida.png]]
->'''Level:''' 8
->'''Alignment:''' LawfulEvil
->'''Size:''' Huge

A bida uses its impressive intellect and powerful magic to pose as a humanoid and infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town.

Their 2nd Edition stats can be found in ''Age of Ashes: Cult of Cinders'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=440 here]].

to:

!!Level 8
[[folder:Bida]]
[[folder:Tatzlwyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bida.png]]
org/pmwiki/pub/images/tatzlwyrm.png]]
->'''Level:''' 8
2
->'''Alignment:''' LawfulEvil
TrueNeutral
->'''Size:''' Huge

Medium

A bida uses its impressive intellect whelp race of dragonkind, tatzlwyrms lurk amid the deepest wilds of the natural world. Although they lack many of the qualities of true dragons--most notably wings and powerful magic to pose as a humanoid breath weapons--their instinctual cunning and infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town.

innate ferocity is not diminished by their size.\\
\\
Their 2nd 3.5 stats can be found in ''Hollow's Last Hope''. Their Pathfinder 1st Edition stats can be found in ''Age of Ashes: Cult of Cinders'' ''Bestiary 3'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=440 [[https://www.d20pfsrd.com/bestiary/monster-listings/dragons/tatzlwyrm/ here]].



* MasterOfIllusion: Bidas employ illusion magic to disguise themselves as humans, and hide villages that they enslaved from the outside world.

to:

* MasterOfIllusion: Bidas employ illusion magic to disguise themselves as humans, ArmlessBiped: Tatzlwyrms have only two limbs and hide villages that they enslaved from the outside world.no wings.



!!Level 9
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dragonturtle.png]]
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

to:

!!Level 9
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dragonturtle.png]]
3
[[folder:Kyrana]]
->'''Level:''' 9
3
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' HugeMedium

Kyranas are large, iguana-like relatives of true dragons, with low intelligence and an affinity for fire. Though quite weak as dragons go, kyranas are still dangerous enough to command the fear and respect of kobolds, who often encounter the fire-breathing dragons while digging deep tunnels.



* SeaMonster: Dragon turtles live in oceans and rank among the most dangerous threats to sailors.
* ToServeMan: Dragon turtles are glad to supplement their diet with the flesh of sailors.

to:

* SeaMonster: Dragon turtles live in oceans FeedItWithFire: Kyranas are unaffected by fire-based attacks, and rank among the most dangerous threats to sailors.
* ToServeMan: Dragon turtles
are glad to supplement their diet healed supernaturally by contact with the flesh of sailors.fire.



[[folder:Pest Drake]]
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Diminutive

Minute drakes bred as a failed attempt at creating new familiars, pest drakes are largely harmless on their own but can form destructive, screeching flocks when allowed to breed in large numbers.

to:

[[folder:Pest Drake]]
[[folder:Tidepool Dragon]]
->'''Level:''' 9
3
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:''' Diminutive

Minute drakes bred as a failed attempt at creating new familiars, pest drakes are largely harmless on their own but can form destructive, screeching flocks when allowed to breed in large numbers.
Tiny



* AcidAttack: They breathe acidic gas and constantly secrete caustic slime, causing any creature that passes through a swarm of pest drakes coated in acid. Outside of combat, this proves to be a major problem for architects and urban planners -- pest drakes' acid quickly seeps into their perches, corroding and damaging any architecture or statuary they claim as theirs.
* {{Familiar}}: They were bred to serve as loyal familiars without the independence and intelligence of pseudodragons. This attempt failed -- pest drakes can't be taken as familiar -- but they're still extremely comfortable around humanoids, leading to their becoming an ubiquitous urban pest.
* FantasticVermin: In this case, the fantastic equivalent of fad pets who either fled into the wild or were deliberately released after they grew too big or the fad passed. They ended up forming immense colonies in many major cities that endure into the present day and are ubiquitous nuisances where they live, picking through trash for food and badgering people for scraps, but their real danger comes from their tendency to aggressively defend their roosts (which makes construction near them extremely difficult) and the way their acidic secretions eat through stone, paint and mortar to damage walls and ruin frescos and statues.
* ShoulderSizedDragon: They're about a foot from nose to tail-tip and never weigh more than two pounds or so.
* TheSwarm: They're highly social and communal nesters, and any disturbance to their roosting sites will quickly call down enraged flocks of wheeling, screeching drakes. Due to their being no more dangerous than a seagull on their own, they're statted to be always be fought in this manner.

to:

* AcidAttack: They breathe acidic gas and constantly secrete caustic slime, causing any creature that passes through a swarm of pest drakes coated in acid. Outside of combat, this proves to be a major problem for architects and urban planners -- pest drakes' acid quickly seeps into their perches, corroding and damaging any architecture or statuary they claim as theirs.
* {{Familiar}}: They were bred to serve as loyal Tidepool dragons sometimes become familiars without the independence and intelligence of pseudodragons. This attempt failed -- pest drakes can't be taken as familiar -- but they're still extremely comfortable around humanoids, leading to spellcasters who go out of their becoming an ubiquitous urban pest.
* FantasticVermin: In this case, the fantastic equivalent of fad pets who either fled into the wild or were deliberately released after they grew too big or the fad passed. They ended up forming immense colonies in many major cities that endure into the present day and are ubiquitous nuisances where they live, picking through trash for food and badgering people for scraps, but their real danger comes from their tendency
way to aggressively defend their roosts (which makes construction near feed them extremely difficult) and the way their acidic secretions eat through stone, paint and mortar to damage walls and ruin frescos and statues.
* ShoulderSizedDragon: They're about a foot from nose to tail-tip and never weigh more than two pounds
rich or so.
* TheSwarm: They're highly social and communal nesters, and any disturbance to their roosting sites will quickly call down enraged flocks of wheeling, screeching drakes. Due to their being no more dangerous than a seagull on their own, they're statted to be always be fought in this manner.
exotic foods.



!!Level 10
[[folder:Korir-Kokembe]]
->'''Level:''' 10
->'''Alignment:''' Neutral
->'''Size:''' Huge

Many-limbed dragons that dwell in jungle rivers and live in symbiosis with swarms of vermin that nest in their gullets.

to:

!!Level 10
[[folder:Korir-Kokembe]]
4
[[folder:Amphiptere]]
->'''Level:''' 10
4
->'''Alignment:''' Neutral
TrueNeutral
->'''Size:''' Huge

Many-limbed dragons that dwell in jungle rivers and live in symbiosis with swarms of vermin that nest in their gullets.
Large



* PestController: They can vomit forth swarms of stinging or biting vermin -- either spiders, wasps or army ants -- magically summon additional swarms, and repel vermin away from themselves.
* VertebrateWithExtraLimbs: They have two wings and eight legs.

to:

* PestController: They can vomit forth swarms of stinging or biting vermin -- either spiders, wasps or army ants -- magically summon additional swarms, ImpaledWithExtremePrejudice: If an amphiptere scores a critical hit with its tail attack against a creature smaller than itself, its spike-tipped tail impales the victim.
* OurWyvernsAreDifferent: Amphipteres are close relatives to wyverns,
and repel vermin away from themselves.
* VertebrateWithExtraLimbs: They
have two serpentine bodies and bat-like wings like their cousins. Unlike wyverns, however, amphipteres are only capable of limited flight and eight legs.must use the long claws on the tips of their wings to propel their bodies along.



[[folder:Peluda]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peluda.png]]
->'''Level:''' 10
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

to:

[[folder:Peluda]]
[[folder:Najra Lizard]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peluda.org/pmwiki/pub/images/najralizard.png]]
->'''Level:''' 10
4
->'''Alignment:''' NeutralEvil
ChaoticNeutral
->'''Size:''' LargeTiny



* AchillesHeel: Their tails are farm more vulnerable than the rest of their bodies, and relatively easy to sever. Should a peluda's tail be cut off, it will lose its ability to use it as a weapon and will suffer from deadly blood loss.
* SpikeShooter: They can lunch volleys of their poisonous quills by violently shaking themselves.
* SpikesOfVillainy: They are evil and covered in spines, as well as being able to throw them as a ranged attack.

to:

* AchillesHeel: Their tails are farm more vulnerable than PoisonousPerson: The najra lizard's bite injects a venom that turns the rest of victim extremely thirsty and prevents it from quenching its thirst. The wealthy may seek to dose a rival with diluted najra lizard venom, hoping their bodies, and relatively easy to sever. Should a peluda's tail be cut off, it thirst will lose its ability to use it as a weapon and will suffer from deadly blood loss.
* SpikeShooter: They can lunch volleys of their poisonous quills by violently shaking themselves.
* SpikesOfVillainy: They are evil and covered in spines, as well as being able to throw
make them as a ranged attack.drink too much alcohol and create an embarrassing spectacle.



!!Level 12
[[folder:Scitalis]]
->'''Level:''' 12

to:

!!Level 12
[[folder:Scitalis]]
5
[[folder:Gowrow]]
->'''Level:''' 125



* ArmlessBiped: Scitalises have no forelegs to tear apart a meal, and must wait for their kills to ripen for a day or so in their lairs before eating.

to:

* ArmlessBiped: Scitalises have no forelegs to tear apart a meal, AquaticMook: A gowrow's natural weapons and must wait for their kills fighting style are adapted to ripen for a day or so in their lairs before eating.its aquatic nature.



!!Level 13
[[folder:Cetus]]
[[quoteright:223:https://static.tvtropes.org/pmwiki/pub/images/cetus_0.png]]
->'''Level:''' 13

to:

!!Level 13
[[folder:Cetus]]
[[quoteright:223:https://static.tvtropes.org/pmwiki/pub/images/cetus_0.png]]
[[folder:Rope Dragon]]
->'''Level:''' 135



->'''Size:''' Colossal

Monstrous, shark-headed and serpentine sea dragons of immense size and terrifying power.

to:

->'''Size:''' Colossal

Monstrous, shark-headed and serpentine sea dragons of immense size and terrifying power.
Small



* AntiMagic: Their bite dispels enchantments.
* AKindOfOne: A borderline example: "cetus" (or ''"ketos"'') is strictly speaking just the ancient Greek word meaning "whale", and even in the context of sea monsters was often pluralized. However, ''Pathfinder'''s beast is fairly explicitly based on the monster faced by Perseus, but reinterpreted as an entire species of similar creatures.
* LuckManipulationMechanic: Cetuses are bad luck in a very literal sense -- any non-marine creature around them is cursed with bad luck, represented on the tabletop by having to redo every roll and take the lower result.
* SeaMonster: They're archetypal sea monsters -- big, aggressive ocean-dwelling terrors that menace any shipping, ports and aquatic settlements unfortunate enough to be in their claimed territories, demanding offerings and ransom to stave off their attacks.
* TakenForGranite: In a reference to how the original Ketos of Greek myth died, cetuses are highly vulnerable to petrification.
* ThreateningShark: The head of a cetus is that of a shark.
* WeatherManipulation: Cetuses can naturally shape winds and weather to their liking, and readily employ this in combat to lash their opponents with gales and beating weather.

to:

* AntiMagic: Their bite dispels enchantments.
* AKindOfOne: A borderline example: "cetus" (or ''"ketos"'') is strictly speaking just the ancient Greek word meaning "whale", and even in the context of sea monsters was
ThatsNoMoon: Rope dragons often pluralized. However, ''Pathfinder'''s beast is fairly explicitly based on the monster faced by Perseus, but reinterpreted disguise as an entire species of similar creatures.
* LuckManipulationMechanic: Cetuses are bad luck in a very literal sense -- any non-marine creature around them is cursed with bad luck, represented on the tabletop by having to redo every roll
and take the lower result.
* SeaMonster: They're archetypal sea monsters -- big, aggressive ocean-dwelling terrors that menace any shipping, ports
hide among ordinary rope to steal sweet and aquatic settlements unfortunate enough to be in their claimed territories, demanding offerings expensive foods and ransom to stave off their attacks.
* TakenForGranite: In a reference to how the original Ketos of Greek myth died, cetuses are highly vulnerable to petrification.
* ThreateningShark: The head of a cetus is that of a shark.
* WeatherManipulation: Cetuses can naturally shape winds and weather to their liking, and readily employ this in combat to lash their opponents with gales and beating weather.
escape undetected.



!!Level 15
[[folder:Kongamato]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kongamato.jpg]]
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

to:

!!Level 15
[[folder:Kongamato]]
6
[[folder:I'iko Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kongamato.jpg]]
org/pmwiki/pub/images/iikodragon.png]]
->'''Level:''' 15
6
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:''' HugeSmall



* DinosaursAreDragons: Sort of. They're TerrorDactyl-like dragons.

to:

* DinosaursAreDragons: Sort of. They're TerrorDactyl-like dragons.EatDirtCheap: I'iko dragons consume glass, crystals and gemstones to harden and colour their scales.



[[folder:Gorynych]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gorynch.jpg]]
->'''Level:''' 15
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

* EvilVersusEvil: Gorynyches usually prey on young green and black dragons to steal their hoards.
* AKindOfOne: Gorynych was the name of a single, specific dragon in Slavic myth -- the general term for dragons, meaning the species Gorynych was described as being a part of, was ''zmey''.
* MultipleHeadCase: Three heads each.

to:

[[folder:Gorynych]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gorynch.jpg]]
[[folder:Myroga]]
->'''Level:''' 15
6
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:''' Huge

Large
----
* EvilVersusEvil: Gorynyches usually prey on young green CollectorOfTheStrange: The treasures in a myroga's hoard tend to be eccentric and black dragons to steal strange, like powerful crystal balls, cursed suits of armour and intelligent talking weapons.
* LeyLine: Myrogas draw
their hoards.
* AKindOfOne: Gorynych was the name
occult abilities from ley lines--loci of intense magical energy often associated with psychic phenomena.
* MagicEater: A myroga roosts near
a single, specific dragon in Slavic myth -- the general term for dragons, meaning the species Gorynych was described as being a part of, was ''zmey''.
* MultipleHeadCase: Three heads each.
ley line and sups on its nearly inexhaustible ambient magic to grow stronger and expand its repertoire of brutal powers.



[[folder:Woundwyrm]]
->'''Level:''' 15
->'''Alignment:''' ChaoticEvil

to:

[[folder:Woundwyrm]]
!!Level 8
[[folder:Bida]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bida.png]]
->'''Level:''' 15
8
->'''Alignment:''' ChaoticEvilLawfulEvil




A bida uses its impressive intellect and powerful magic to pose as a humanoid and infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town.

Their 2nd Edition stats can be found in ''Age of Ashes: Cult of Cinders'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=440 here]].



* VacuumMouth: A woundwyrm can attempt to suck creatures and unattended objects in a 15-foot cone into a vortex in its maw.

to:

* VacuumMouth: A woundwyrm can attempt MasterOfIllusion: Bidas employ illusion magic to suck creatures disguise themselves as humans, and unattended objects in a 15-foot cone into a vortex in its maw.hide villages that they enslaved from the outside world.



!!Level 16
[[folder:Spine Dragon]]
->'''Level:''' 16
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan

A species of dragon particularly notorious in Numeria, spine dragons resemble true dragons but do not progress through age categories. Their abilities and defenses make them singularly adept at handling the alien threats and strange constructs of Numeria, and as a result, they've become one of its most successful predators.

to:

!!Level 16
[[folder:Spine Dragon]]
9
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dragonturtle.png]]
->'''Level:''' 16
9
->'''Alignment:''' ChaoticNeutral
TrueNeutral
->'''Size:''' Gargantuan

A species of dragon particularly notorious in Numeria, spine dragons resemble true dragons but do not progress through age categories. Their abilities and defenses make them singularly adept at handling the alien threats and strange constructs of Numeria, and as a result, they've become one of its most successful predators.
Huge



* SpikeShooter: They can launch up to four of their quills per round like projectile weapons.
* SuperScream: They can unleash powerful sonic shrieks that are especially effective against constructs.
* TheSpiny: Their hides are bristling with razor-sharp spines ready to skewer anyone attacking them in meelee.

to:

* SpikeShooter: They can launch up SeaMonster: Dragon turtles live in oceans and rank among the most dangerous threats to four of sailors.
* ToServeMan: Dragon turtles are glad to supplement
their quills per round like projectile weapons.
* SuperScream: They can unleash powerful sonic shrieks that are especially effective against constructs.
* TheSpiny: Their hides are bristling
diet with razor-sharp spines ready to skewer anyone attacking them in meelee.the flesh of sailors.



!!Level 17
[[folder:Khala]]
->'''Level:''' 17
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Serpentine, three-headed dragons with no limbs save for a pair of wings.

to:

!!Level 17
[[folder:Khala]]
[[folder:Pest Drake]]
->'''Level:''' 17
9
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Large
Serpentine, three-headed dragons with no limbs save for
Diminutive

Minute drakes bred as
a pair of wings.failed attempt at creating new familiars, pest drakes are largely harmless on their own but can form destructive, screeching flocks when allowed to breed in large numbers.



* AnIcePerson: Their BreathWeapon is a jet of shockingly cold liquid that can encase its target in ice and they're immune to cold, but vulnerable to fire.
* MultipleHeadCase: Khala have three heads.
* OneGenderRace: All khala are female, and it's unknown how they reproduce.

to:

* AnIcePerson: Their BreathWeapon is a jet of shockingly cold liquid AcidAttack: They breathe acidic gas and constantly secrete caustic slime, causing any creature that can encase its target passes through a swarm of pest drakes coated in ice acid. Outside of combat, this proves to be a major problem for architects and urban planners -- pest drakes' acid quickly seeps into their perches, corroding and damaging any architecture or statuary they claim as theirs.
* {{Familiar}}: They were bred to serve as loyal familiars without the independence and intelligence of pseudodragons. This attempt failed -- pest drakes can't be taken as familiar -- but
they're immune still extremely comfortable around humanoids, leading to cold, but vulnerable to fire.
their becoming an ubiquitous urban pest.
* MultipleHeadCase: Khala have three heads.
* OneGenderRace: All khala are female, and it's unknown how
FantasticVermin: In this case, the fantastic equivalent of fad pets who either fled into the wild or were deliberately released after they reproduce.grew too big or the fad passed. They ended up forming immense colonies in many major cities that endure into the present day and are ubiquitous nuisances where they live, picking through trash for food and badgering people for scraps, but their real danger comes from their tendency to aggressively defend their roosts (which makes construction near them extremely difficult) and the way their acidic secretions eat through stone, paint and mortar to damage walls and ruin frescos and statues.
* ShoulderSizedDragon: They're about a foot from nose to tail-tip and never weigh more than two pounds or so.
* TheSwarm: They're highly social and communal nesters, and any disturbance to their roosting sites will quickly call down enraged flocks of wheeling, screeching drakes. Due to their being no more dangerous than a seagull on their own, they're statted to be always be fought in this manner.



[[folder:Prism Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prism_dragon.png]]
->'''Level:''' 17
->'''Alignment:''' ChaoticNeutral

to:

[[folder:Prism Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prism_dragon.png]]
!!Level 10
[[folder:Korir-Kokembe]]
->'''Level:''' 17
10
->'''Alignment:''' ChaoticNeutralNeutral



Extraplanar, crystalline dragons fond of manipulation and complicated plots.

to:

Extraplanar, crystalline Many-limbed dragons fond of manipulation that dwell in jungle rivers and complicated plots.live in symbiosis with swarms of vermin that nest in their gullets.



* BrightIsNotGood: They're brightly colored and, while not evil, still typically far from benevolent.
* TheChessmaster: They love manipulating the lives and societies of other species in complex plots, sometimes as part of contests of one-upmanship with each other and sometimes entirely out of personal whim. Two dragons might spend centuries engaged in a contest where one is trying to push two nations into war and the other is seeking to prevent this, all with the stipulation that they must never meet directly, or a dragon might dedicate itself to trying to get a society to abandon its current form of government for a completely different one through careful manipulation of rumors, politics and certain select individuals.
** These plots and schemes are not meant to pursue any real goals or agendas -- by and large, the prism dragons' manipulations are a very convoluted way of staving off the boredom of their long, long lives.
** An unusual twist is that they set up byzantine, intricate schemes with the full expectation that things will go off the rails on one or multiple occasions -- as they see it, this gives them the chance to test their adaptability and ability to manage rapidly changing situations.
* CrystallineCreature: They appear to be made entirely of masses of roughly cut, jagged crystals. All their melee attacks deal cutting damage as a result, representing the sharp edges of their component crystals cutting into their foes.
* DemonicPossession: They can possess and control other people; since they cannot shapeshift like most dragons can, they rely on speaking and acting through possessed pawns to interact with the societies they manipulate. They only take control of people who consent to be possessed, apparently out of a sense of fair play, but they also have some very strange ideas of what constitutes as informed consent...
* HiddenInPlainSight: One trick they enjoy pulling is to pose as [[NobodyHereButUsStatues a piece of ordinary statuary]] while psychically nudging people into acting according to their plans.
* LightEmUp: Their BreathWeapon is a beam of burning, blinding light, which they can replace with a rainbow-like, diffracted beam acting as a ''prismatic spray'' spell. They also have a limited ability to control and direct ambient light through their prismatic, faceted bodies.
* NobodyHereButUsStatues: Something facilitated by their naturally rocky forms -- a prism dragon standing motionless on a plinth is easy to mistake for an elaborate but otherwise normal statue, and the dragons often use this as a means of staying HiddenInPlainSight.
* PsychicPowers: Prism dragons are natural psions, and are quite skilled at influencing and affecting other people's minds through psychic suggestions, manipulation of the sense or outright mind control.
* WhoWantsToLiveForever: In a variation, they have no issue with their immortality ''per se'' -- they do not see it as a curse and do not wish to die or become mortal -- but they do see eternity as terribly boring, and put a lot of time and effort into staving off the ennui of their eternal lives. This is the reason behind their manipulations of mortal civilizations: they view the complexities of mortal mindsets, the subtlety and care needed to direct societies, their endless proxy contests and convoluted bets with one another and the scrambling to keep control when something inevitably goes wrong with their plans as endless fun and an excellent source of chaos and novelty to stave off the boredom of eternity.

to:

* BrightIsNotGood: They're brightly colored and, while not evil, still typically far from benevolent.
* TheChessmaster: They love manipulating the lives and societies of other species in complex plots, sometimes as part of contests of one-upmanship with each other and sometimes entirely out of personal whim. Two dragons might spend centuries engaged in a contest where one is trying to push two nations into war and the other is seeking to prevent this, all with the stipulation that they must never meet directly, or a dragon might dedicate itself to trying to get a society to abandon its current form of government for a completely different one through careful manipulation of rumors, politics and certain select individuals.
** These plots and schemes are not meant to pursue any real goals or agendas -- by and large, the prism dragons' manipulations are a very convoluted way of staving off the boredom of their long, long lives.
** An unusual twist is that they set up byzantine, intricate schemes with the full expectation that things will go off the rails on one or multiple occasions -- as they see it, this gives them the chance to test their adaptability and ability to manage rapidly changing situations.
* CrystallineCreature: They appear to be made entirely of masses of roughly cut, jagged crystals. All their melee attacks deal cutting damage as a result, representing the sharp edges of their component crystals cutting into their foes.
* DemonicPossession:
PestController: They can possess vomit forth swarms of stinging or biting vermin -- either spiders, wasps or army ants -- magically summon additional swarms, and control other people; since they cannot shapeshift like most dragons can, they rely on speaking and acting through possessed pawns to interact with the societies they manipulate. repel vermin away from themselves.
* VertebrateWithExtraLimbs:
They only take control of people who consent to be possessed, apparently out of a sense of fair play, but they also have some very strange ideas of what constitutes as informed consent...
* HiddenInPlainSight: One trick they enjoy pulling is to pose as [[NobodyHereButUsStatues a piece of ordinary statuary]] while psychically nudging people into acting according to their plans.
* LightEmUp: Their BreathWeapon is a beam of burning, blinding light, which they can replace with a rainbow-like, diffracted beam acting as a ''prismatic spray'' spell. They also have a limited ability to control
two wings and direct ambient light through their prismatic, faceted bodies.
* NobodyHereButUsStatues: Something facilitated by their naturally rocky forms -- a prism dragon standing motionless on a plinth is easy to mistake for an elaborate but otherwise normal statue, and the dragons often use this as a means of staying HiddenInPlainSight.
* PsychicPowers: Prism dragons are natural psions, and are quite skilled at influencing and affecting other people's minds through psychic suggestions, manipulation of the sense or outright mind control.
* WhoWantsToLiveForever: In a variation, they have no issue with their immortality ''per se'' -- they do not see it as a curse and do not wish to die or become mortal -- but they do see eternity as terribly boring, and put a lot of time and effort into staving off the ennui of their eternal lives. This is the reason behind their manipulations of mortal civilizations: they view the complexities of mortal mindsets, the subtlety and care needed to direct societies, their endless proxy contests and convoluted bets with one another and the scrambling to keep control when something inevitably goes wrong with their plans as endless fun and an excellent source of chaos and novelty to stave off the boredom of eternity.
eight legs.



[[folder:Whimwyrm]]
->'''Level:''' 17
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium

to:

[[folder:Whimwyrm]]
[[folder:Peluda]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peluda.png]]
->'''Level:''' 17
10
->'''Alignment:''' ChaoticNeutral
NeutralEvil
->'''Size:''' MediumLarge



* FakeMemories: The whimwyrm's breath weapon overwhelms creatures with a riot of false, unpleasant memories.
* MoodSwinger: The whimsically dangerous whimwyrms' moods shift quickly from one extreme to the other.

to:

* FakeMemories: The whimwyrm's breath AchillesHeel: Their tails are farm more vulnerable than the rest of their bodies, and relatively easy to sever. Should a peluda's tail be cut off, it will lose its ability to use it as a weapon overwhelms creatures with a riot of false, unpleasant memories.
* MoodSwinger: The whimsically dangerous whimwyrms' moods shift quickly
and will suffer from one extreme deadly blood loss.
* SpikeShooter: They can lunch volleys of their poisonous quills by violently shaking themselves.
* SpikesOfVillainy: They are evil and covered in spines, as well as being able
to the other.throw them as a ranged attack.



!!Level 18
[[folder:Taniniver]]
->'''Level:''' 18
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge

to:

!!Level 18
[[folder:Taniniver]]
12
[[folder:Scitalis]]
->'''Level:''' 18
12
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' HugeLarge



* BlessedWithSuck: Having all those disease and necromancy based powers probably isn't worth being sick and in agony all the time.
* BodyHorror: It's infected with all manner of horrible diseases and the one in the picture even has bits of its skin falling off.
* EnemySummoner: They can cast undead-creating spells at will.

to:

* BlessedWithSuck: Having all those disease ArmlessBiped: Scitalises have no forelegs to tear apart a meal, and necromancy based powers probably isn't worth being sick and must wait for their kills to ripen for a day or so in agony all the time.
* BodyHorror: It's infected with all manner of horrible diseases and the one in the picture even has bits of its skin falling off.
* EnemySummoner: They can cast undead-creating spells at will.
their lairs before eating.



!!Level 19
[[folder:Vishap]]
->'''Level:''' 19
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Four-winged, crocodile-headed dragons that watch over {{Ley Line}}s.

to:

!!Level 19
[[folder:Vishap]]
13
[[folder:Cetus]]
[[quoteright:223:https://static.tvtropes.org/pmwiki/pub/images/cetus_0.png]]
->'''Level:''' 19
13
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:''' Gargantuan

Four-winged, crocodile-headed
Colossal

Monstrous, shark-headed and serpentine sea
dragons that watch over {{Ley Line}}s.of immense size and terrifying power.



* LeyLine: A vishap's entire life revolves around watching over and protecting ley line networks.
* MixAndMatchCritters: Vishaps are dragons with fish tails and crocodile heads.
* PoisonousPerson: Vishaps have venomous bites, and their blood is highly toxic as well -- anyone making a physical attack attack a vishap runs the risk of being poisoned by the dragon's blood.
* PsychicPowers: Vishaps are natural psions, and can cast an impressive variety of psychic spells.
* VertebrateWithExtraLimbs: More so than other dragons. They have four legs and four wings, for a total of eight articulate limbs.

to:

* LeyLine: AntiMagic: Their bite dispels enchantments.
* AKindOfOne:
A vishap's borderline example: "cetus" (or ''"ketos"'') is strictly speaking just the ancient Greek word meaning "whale", and even in the context of sea monsters was often pluralized. However, ''Pathfinder'''s beast is fairly explicitly based on the monster faced by Perseus, but reinterpreted as an entire life revolves species of similar creatures.
* LuckManipulationMechanic: Cetuses are bad luck in a very literal sense -- any non-marine creature
around watching over and protecting ley line networks.
* MixAndMatchCritters: Vishaps are dragons
them is cursed with fish tails bad luck, represented on the tabletop by having to redo every roll and crocodile heads.
take the lower result.
* PoisonousPerson: Vishaps have venomous bites, SeaMonster: They're archetypal sea monsters -- big, aggressive ocean-dwelling terrors that menace any shipping, ports and aquatic settlements unfortunate enough to be in their blood is claimed territories, demanding offerings and ransom to stave off their attacks.
* TakenForGranite: In a reference to how the original Ketos of Greek myth died, cetuses are
highly toxic as well -- anyone making a physical attack attack a vishap runs the risk vulnerable to petrification.
* ThreateningShark: The head
of being poisoned by the dragon's blood.
a cetus is that of a shark.
* PsychicPowers: Vishaps are natural psions, WeatherManipulation: Cetuses can naturally shape winds and can cast an impressive variety of psychic spells.
* VertebrateWithExtraLimbs: More so than other dragons. They have four legs
weather to their liking, and four wings, for a total of eight articulate limbs.readily employ this in combat to lash their opponents with gales and beating weather.



!!Level 21
[[folder:Sirrush]]
->'''Level:''' 21
->'''Alignment:''' NeutralGood
->'''Size:''' Gargantuan

to:

!!Level 21
[[folder:Sirrush]]
15
[[folder:Kongamato]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kongamato.jpg]]
->'''Level:''' 21
15
->'''Alignment:''' NeutralGood
TrueNeutral
->'''Size:''' GargantuanHuge



* DeathActivatedSuperpower: When a sirrush dies, nonevil creatures within 100 feet (except other sirrushes) receive the benefits of a ''breath of life'' spell.
* ThePowerOfTheSun: A sirrush's breath weapon is a cone of searing sunlight.

to:

* DeathActivatedSuperpower: When a sirrush dies, nonevil creatures within 100 feet (except other sirrushes) receive the benefits of a ''breath of life'' spell.
* ThePowerOfTheSun: A sirrush's breath weapon is a cone of searing sunlight.
DinosaursAreDragons: Sort of. They're TerrorDactyl-like dragons.



!!Level 23
[[folder:Jabberwock]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jabberwock.png]]
->'''Level:''' 20 (lesser jabberwock), 23 (jabberwock)

to:

!!Level 23
[[folder:Jabberwock]]
[[quoteright:310:https://static.
[[folder:Gorynych]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_jabberwock.png]]
org/pmwiki/pub/images/pathfinder_gorynch.jpg]]
->'''Level:''' 20 (lesser jabberwock), 23 (jabberwock)15



Some of the mightiest of the Tane, legendary monsters created as living weapons by the Eldest of the First World, jabberwocks are beasts of legend who come to the Universe to spread death and destruction.

to:

Some of * EvilVersusEvil: Gorynyches usually prey on young green and black dragons to steal their hoards.
* AKindOfOne: Gorynych was
the mightiest name of a single, specific dragon in Slavic myth -- the Tane, legendary monsters created as living weapons by general term for dragons, meaning the Eldest of the First World, jabberwocks are beasts of legend who come to the Universe to spread death and destruction.species Gorynych was described as being a part of, was ''zmey''.
* MultipleHeadCase: Three heads each.
[[/folder]]

[[folder:Woundwyrm]]
->'''Level:''' 15
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge



* AquaticMook: Slithy jabberwocks swim instead of flying, and are created to wreak destruction beneath the waves.
* BlackSpeech: A jabberwock can burble a blast of nonsense sounds which can confuse nearby creatures or create a sonic blast.
* BornAsAnAdult: Jabberwocks, like the other Tane, do not reproduce naturally; each is created by the Eldest as a fully formed adult.
* ColdFlames: Mimsy jabberwocks have eyes that burn with blue flames that deal cold damage.
* EyeBeams: All jabberwocks have the ability to project some kind of eye beams -- named, as per the original poem, Eyes of Flame. These are typically fiery beams, but may deal other types of elemental magic in variant specimens.
* FantasticRacism: Jabberwocks hate Universe dragons for unknown reasons, and a jabberwock that learns of a dragon's presence will obsess over killing it at the exclusion of all other priorities.
* AnIcePerson: Mimsy jabberwocks, native to cold locales, resist cold and project ColdFlames from their eyes, instead of the regular kind.
* AKindOfOne: Carroll's creature was, by what information the poem provides, a singular monster, and most adaptations of his works follow suit. ''Pathfinder'' treats its jabberwocks as an entire species of such monsters.
* MultipleHeadCase: Frumious jabberwocks have two heads, allowing to make an additional bite attack each turn.
* PublicDomainCharacter: They are lifted directly from the poem "Literature/{{Jabberwocky}}".
* UndergroundMonkey:
** 1st edition describes lesser jabberwocks, weaker variants of the mightier original strain, and notes that jabberwocks who manifest in extreme environments often come to reflect their environs in some manner -- a jabberwock native to a frozen world might have icy EyeBeams and an immunity to cold, for instance, while one from a storm-lashed world might have electric beams and be immune to electricity itself.
** 2nd edition describes three jabberwock variants -- two-headed frumious jabberwocks, mimsy jabberwocks that wield ice instead of flame, and aquatic slithy jabberwocks.
* WeaponOfXSlaying: Jabberwocks are strangely vulnerable against vorpal weapons.
* WindFromBeneathMyWings: Jabberwocks can create powerful buffeting winds by beating their wings.

to:

* AquaticMook: Slithy jabberwocks swim instead of flying, and are created to wreak destruction beneath the waves.
* BlackSpeech:
VacuumMouth: A jabberwock woundwyrm can burble a blast of nonsense sounds which can confuse nearby attempt to suck creatures or create a sonic blast.
* BornAsAnAdult: Jabberwocks, like the other Tane, do not reproduce naturally; each is created by the Eldest as a fully formed adult.
* ColdFlames: Mimsy jabberwocks have eyes that burn with blue flames that deal cold damage.
* EyeBeams: All jabberwocks have the ability to project some kind of eye beams -- named, as per the original poem, Eyes of Flame. These are typically fiery beams, but may deal other types of elemental magic in variant specimens.
* FantasticRacism: Jabberwocks hate Universe dragons for unknown reasons,
and unattended objects in a jabberwock that learns of 15-foot cone into a dragon's presence will obsess over killing it at the exclusion of all other priorities.
* AnIcePerson: Mimsy jabberwocks, native to cold locales, resist cold and project ColdFlames from their eyes, instead of the regular kind.
* AKindOfOne: Carroll's creature was, by what information the poem provides, a singular monster, and most adaptations of his works follow suit. ''Pathfinder'' treats
vortex in its jabberwocks as an entire species of such monsters.
* MultipleHeadCase: Frumious jabberwocks have two heads, allowing to make an additional bite attack each turn.
* PublicDomainCharacter: They are lifted directly from the poem "Literature/{{Jabberwocky}}".
* UndergroundMonkey:
** 1st edition describes lesser jabberwocks, weaker variants of the mightier original strain, and notes that jabberwocks who manifest in extreme environments often come to reflect their environs in some manner -- a jabberwock native to a frozen world might have icy EyeBeams and an immunity to cold, for instance, while one from a storm-lashed world might have electric beams and be immune to electricity itself.
** 2nd edition describes three jabberwock variants -- two-headed frumious jabberwocks, mimsy jabberwocks that wield ice instead of flame, and aquatic slithy jabberwocks.
* WeaponOfXSlaying: Jabberwocks are strangely vulnerable against vorpal weapons.
* WindFromBeneathMyWings: Jabberwocks can create powerful buffeting winds by beating their wings.
maw.



!!Level 24
[[folder:Elder Wyrm]]
->'''Level:''' 24
->'''Alignment:''' TrueNeutral
->'''Size:''' Colossal

to:

!!Level 24
[[folder:Elder Wyrm]]
16
[[folder:Spine Dragon]]
->'''Level:''' 24
16
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:''' ColossalGargantuan

A species of dragon particularly notorious in Numeria, spine dragons resemble true dragons but do not progress through age categories. Their abilities and defenses make them singularly adept at handling the alien threats and strange constructs of Numeria, and as a result, they've become one of its most successful predators.



* {{Combos}}: If an elder wyrm uses both breath weapons simultaneously, the electrical charge causes the poison gas to explode in a deflagration.
* HunterOfMonsters: An elder wyrm's bite and rend attacks deal additional damage to creatures with mythic tiers or the mythic subtype.
* JudgeJuryAndExecutioner: Elder wyrms have a flexible but insistent sense of justice instilled in them by their divine mandate, and often act as the judge, jury and executioner of mighty foes.
* MultipleHeadCase: An elder wyrm has two heads which work in perfect concert when making attacks, snaking apart to strike targets from opposite directions. Each head can think independently and seamlessly share control of the body, although they sometimes bicker with each other if they don't see eye to eye on something.
* PoisonousPerson: One of an elder wyrm's breath weapons is a cone of caustic gas.
* ShockAndAwe: One of an elder wyrm's breath weapons is a lightning bolt.
* TalkingToThemself: Often an elder wyrm's two heads' personalities diverge, leading to good-natured bickering and debate between the two.
* VertebrateWithExtraLimbs: An elder wyrm has six legs and two wings.

to:

* {{Combos}}: If an elder wyrm uses both breath weapons simultaneously, the electrical charge causes the poison gas SpikeShooter: They can launch up to explode in a deflagration.
* HunterOfMonsters: An elder wyrm's bite and rend attacks deal additional damage to creatures with mythic tiers or the mythic subtype.
* JudgeJuryAndExecutioner: Elder wyrms have a flexible but insistent sense
four of justice instilled in them by their divine mandate, and often act as the judge, jury and executioner of mighty foes.
quills per round like projectile weapons.
* MultipleHeadCase: An elder wyrm has two heads which work in perfect concert when making attacks, snaking apart to strike targets from opposite directions. Each head SuperScream: They can think independently and seamlessly share control of the body, although they sometimes bicker unleash powerful sonic shrieks that are especially effective against constructs.
* TheSpiny: Their hides are bristling
with each other if they don't see eye razor-sharp spines ready to eye on something.
* PoisonousPerson: One of an elder wyrm's breath weapons is a cone of caustic gas.
* ShockAndAwe: One of an elder wyrm's breath weapons is a lightning bolt.
* TalkingToThemself: Often an elder wyrm's two heads' personalities diverge, leading to good-natured bickering and debate between the two.
* VertebrateWithExtraLimbs: An elder wyrm has six legs and two wings.
skewer anyone attacking them in meelee.



[[folder:Guardian Dragon]]
->'''Level:''' 24
->'''Mythic Rating:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

to:

[[folder:Guardian Dragon]]
!!Level 17
[[folder:Khala]]
->'''Level:''' 24
->'''Mythic Rating:''' 9
17
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' GargantuanLarge
Serpentine, three-headed dragons with no limbs save for a pair of wings.



* TheMaze: A guardian dragon can create a labyrinthine extradimensional lair for itself and whatever it is guarding, and usually proceeds to fill this demiplane with a maze of corridors (most of which are large enough for it to move through) to confuse and delay would-be thieves.
* TrackingSpell: A guardian dragon's magic allows it to find any creature at any distance, and it is relentless in pursuit of its lost items.

to:

* TheMaze: A guardian dragon AnIcePerson: Their BreathWeapon is a jet of shockingly cold liquid that can create a labyrinthine extradimensional lair for itself encase its target in ice and whatever it is guarding, they're immune to cold, but vulnerable to fire.
* MultipleHeadCase: Khala have three heads.
* OneGenderRace: All khala are female,
and usually proceeds to fill this demiplane with a maze of corridors (most of which are large enough for it to move through) to confuse and delay would-be thieves.
* TrackingSpell: A guardian dragon's magic allows it to find any creature at any distance, and it is relentless in pursuit of its lost items.
it's unknown how they reproduce.



[[folder:Shen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shen.jpg]]
->'''Level:''' 24
->'''Mythic Rating:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Powerful and mysterious relatives of the imperial dragons, shen are benevolent but proud, and can swiftly turn against those they previously help if the believe themselves to have been insulted.

to:

[[folder:Shen]]
[[folder:Prism Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shen.jpg]]
org/pmwiki/pub/images/prism_dragon.png]]
->'''Level:''' 24
->'''Mythic Rating:''' 9
17
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:''' Gargantuan

Powerful
Huge

Extraplanar, crystalline dragons fond of manipulation
and mysterious relatives of the imperial dragons, shen are benevolent but proud, and can swiftly turn against those they previously help if the believe themselves to have been insulted.complicated plots.



* HealThyself: Shen can turn themselves into pearls with one use of mythic power, at which point they steadily regain hp until they return to full health.
* VoluntaryShapeshifting: The can turn into clams, pheasants, swallows, giant pearls or clouds of gas at will.
* WeatherManipulation: Shen can control rain and wind, and are known to bring rains during droughts out of pity for the afflicted.

to:

* HealThyself: Shen can turn themselves BrightIsNotGood: They're brightly colored and, while not evil, still typically far from benevolent.
* TheChessmaster: They love manipulating the lives and societies of other species in complex plots, sometimes as part of contests of one-upmanship with each other and sometimes entirely out of personal whim. Two dragons might spend centuries engaged in a contest where one is trying to push two nations
into pearls war and the other is seeking to prevent this, all with the stipulation that they must never meet directly, or a dragon might dedicate itself to trying to get a society to abandon its current form of government for a completely different one through careful manipulation of rumors, politics and certain select individuals.
** These plots and schemes are not meant to pursue any real goals or agendas -- by and large, the prism dragons' manipulations are a very convoluted way of staving off the boredom of their long, long lives.
** An unusual twist is that they set up byzantine, intricate schemes with the full expectation that things will go off the rails on one or multiple occasions -- as they see it, this gives them the chance to test their adaptability and ability to manage rapidly changing situations.
* CrystallineCreature: They appear to be made entirely of masses of roughly cut, jagged crystals. All their melee attacks deal cutting damage as a result, representing the sharp edges of their component crystals cutting into their foes.
* DemonicPossession: They can possess and control other people; since they cannot shapeshift like most dragons can, they rely on speaking and acting through possessed pawns to interact with the societies they manipulate. They only take control of people who consent to be possessed, apparently out of a sense of fair play, but they also have some very strange ideas of what constitutes as informed consent...
* HiddenInPlainSight: One trick they enjoy pulling is to pose as [[NobodyHereButUsStatues a piece of ordinary statuary]] while psychically nudging people into acting according to their plans.
* LightEmUp: Their BreathWeapon is a beam of burning, blinding light, which they can replace with a rainbow-like, diffracted beam acting as a ''prismatic spray'' spell. They also have a limited ability to control and direct ambient light through their prismatic, faceted bodies.
* NobodyHereButUsStatues: Something facilitated by their naturally rocky forms -- a prism dragon standing motionless on a plinth is easy to mistake for an elaborate but otherwise normal statue, and the dragons often use this as a means of staying HiddenInPlainSight.
* PsychicPowers: Prism dragons are natural psions, and are quite skilled at influencing and affecting other people's minds through psychic suggestions, manipulation of the sense or outright mind control.
* WhoWantsToLiveForever: In a variation, they have no issue with their immortality ''per se'' -- they do not see it as a curse and do not wish to die or become mortal -- but they do see eternity as terribly boring, and put a lot of time and effort into staving off the ennui of their eternal lives. This is the reason behind their manipulations of mortal civilizations: they view the complexities of mortal mindsets, the subtlety and care needed to direct societies, their endless proxy contests and convoluted bets
with one use of mythic power, at which point they steadily regain hp until they return another and the scrambling to full health.
* VoluntaryShapeshifting: The can turn into clams, pheasants, swallows, giant pearls or clouds of gas at will.
* WeatherManipulation: Shen can
keep control rain when something inevitably goes wrong with their plans as endless fun and wind, an excellent source of chaos and are known novelty to bring rains during droughts out of pity for stave off the afflicted.boredom of eternity.


Added DiffLines:


[[folder:Whimwyrm]]
->'''Level:''' 17
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium
----
* FakeMemories: The whimwyrm's breath weapon overwhelms creatures with a riot of false, unpleasant memories.
* MoodSwinger: The whimsically dangerous whimwyrms' moods shift quickly from one extreme to the other.
[[/folder]]

!!Level 18
[[folder:Taniniver]]
->'''Level:''' 18
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
----
* BlessedWithSuck: Having all those disease and necromancy based powers probably isn't worth being sick and in agony all the time.
* BodyHorror: It's infected with all manner of horrible diseases and the one in the picture even has bits of its skin falling off.
* EnemySummoner: They can cast undead-creating spells at will.
[[/folder]]

!!Level 19
[[folder:Vishap]]
->'''Level:''' 19
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Four-winged, crocodile-headed dragons that watch over {{Ley Line}}s.
----
* LeyLine: A vishap's entire life revolves around watching over and protecting ley line networks.
* MixAndMatchCritters: Vishaps are dragons with fish tails and crocodile heads.
* PoisonousPerson: Vishaps have venomous bites, and their blood is highly toxic as well -- anyone making a physical attack attack a vishap runs the risk of being poisoned by the dragon's blood.
* PsychicPowers: Vishaps are natural psions, and can cast an impressive variety of psychic spells.
* VertebrateWithExtraLimbs: More so than other dragons. They have four legs and four wings, for a total of eight articulate limbs.
[[/folder]]

!!Level 21
[[folder:Sirrush]]
->'''Level:''' 21
->'''Alignment:''' NeutralGood
->'''Size:''' Gargantuan
----
* DeathActivatedSuperpower: When a sirrush dies, nonevil creatures within 100 feet (except other sirrushes) receive the benefits of a ''breath of life'' spell.
* ThePowerOfTheSun: A sirrush's breath weapon is a cone of searing sunlight.
[[/folder]]

!!Level 23
[[folder:Jabberwock]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jabberwock.png]]
->'''Level:''' 20 (lesser jabberwock), 23 (jabberwock)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Some of the mightiest of the Tane, legendary monsters created as living weapons by the Eldest of the First World, jabberwocks are beasts of legend who come to the Universe to spread death and destruction.
----
* AquaticMook: Slithy jabberwocks swim instead of flying, and are created to wreak destruction beneath the waves.
* BlackSpeech: A jabberwock can burble a blast of nonsense sounds which can confuse nearby creatures or create a sonic blast.
* BornAsAnAdult: Jabberwocks, like the other Tane, do not reproduce naturally; each is created by the Eldest as a fully formed adult.
* ColdFlames: Mimsy jabberwocks have eyes that burn with blue flames that deal cold damage.
* EyeBeams: All jabberwocks have the ability to project some kind of eye beams -- named, as per the original poem, Eyes of Flame. These are typically fiery beams, but may deal other types of elemental magic in variant specimens.
* FantasticRacism: Jabberwocks hate Universe dragons for unknown reasons, and a jabberwock that learns of a dragon's presence will obsess over killing it at the exclusion of all other priorities.
* AnIcePerson: Mimsy jabberwocks, native to cold locales, resist cold and project ColdFlames from their eyes, instead of the regular kind.
* AKindOfOne: Carroll's creature was, by what information the poem provides, a singular monster, and most adaptations of his works follow suit. ''Pathfinder'' treats its jabberwocks as an entire species of such monsters.
* MultipleHeadCase: Frumious jabberwocks have two heads, allowing to make an additional bite attack each turn.
* PublicDomainCharacter: They are lifted directly from the poem "Literature/{{Jabberwocky}}".
* UndergroundMonkey:
** 1st edition describes lesser jabberwocks, weaker variants of the mightier original strain, and notes that jabberwocks who manifest in extreme environments often come to reflect their environs in some manner -- a jabberwock native to a frozen world might have icy EyeBeams and an immunity to cold, for instance, while one from a storm-lashed world might have electric beams and be immune to electricity itself.
** 2nd edition describes three jabberwock variants -- two-headed frumious jabberwocks, mimsy jabberwocks that wield ice instead of flame, and aquatic slithy jabberwocks.
* WeaponOfXSlaying: Jabberwocks are strangely vulnerable against vorpal weapons.
* WindFromBeneathMyWings: Jabberwocks can create powerful buffeting winds by beating their wings.
[[/folder]]

!!Level 24
[[folder:Elder Wyrm]]
->'''Level:''' 24
->'''Alignment:''' TrueNeutral
->'''Size:''' Colossal
----
* {{Combos}}: If an elder wyrm uses both breath weapons simultaneously, the electrical charge causes the poison gas to explode in a deflagration.
* HunterOfMonsters: An elder wyrm's bite and rend attacks deal additional damage to creatures with mythic tiers or the mythic subtype.
* JudgeJuryAndExecutioner: Elder wyrms have a flexible but insistent sense of justice instilled in them by their divine mandate, and often act as the judge, jury and executioner of mighty foes.
* MultipleHeadCase: An elder wyrm has two heads which work in perfect concert when making attacks, snaking apart to strike targets from opposite directions. Each head can think independently and seamlessly share control of the body, although they sometimes bicker with each other if they don't see eye to eye on something.
* PoisonousPerson: One of an elder wyrm's breath weapons is a cone of caustic gas.
* ShockAndAwe: One of an elder wyrm's breath weapons is a lightning bolt.
* TalkingToThemself: Often an elder wyrm's two heads' personalities diverge, leading to good-natured bickering and debate between the two.
* VertebrateWithExtraLimbs: An elder wyrm has six legs and two wings.
[[/folder]]

[[folder:Guardian Dragon]]
->'''Level:''' 24
->'''Mythic Rating:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan
----
* TheMaze: A guardian dragon can create a labyrinthine extradimensional lair for itself and whatever it is guarding, and usually proceeds to fill this demiplane with a maze of corridors (most of which are large enough for it to move through) to confuse and delay would-be thieves.
* TrackingSpell: A guardian dragon's magic allows it to find any creature at any distance, and it is relentless in pursuit of its lost items.
[[/folder]]

[[folder:Shen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shen.jpg]]
->'''Level:''' 24
->'''Mythic Rating:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Powerful and mysterious relatives of the imperial dragons, shen are benevolent but proud, and can swiftly turn against those they previously help if the believe themselves to have been insulted.
----
* HealThyself: Shen can turn themselves into pearls with one use of mythic power, at which point they steadily regain hp until they return to full health.
* VoluntaryShapeshifting: The can turn into clams, pheasants, swallows, giant pearls or clouds of gas at will.
* WeatherManipulation: Shen can control rain and wind, and are known to bring rains during droughts out of pity for the afflicted.
[[/folder]]

Added: 164

Changed: 287

Removed: 174

Is there an issue? Send a MessageReason:
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!![[center: [-[[Characters/{{Pathfinder}} Index]] | [[Characters/PathfinderPlayableRaces Playable Races]] | [[Characters/PathfinderMonsters Monsters]] ([[Characters/PathfinderHumanoids Humanoids]] | [[Characters/PathfinderAnimals Animals]] | [[Characters/PathfinderBeasts Beasts]] | [[Characters/PathfinderPlants Plants]] | [[Characters/PathfinderFungi Fungi]] | [[Characters/PathfinderFey Fey]] | '''Dragons''' | [[Characters/PathfinderAberrations Aberrations]] | [[Characters/PathfinderConstructs Constructs]] | [[Characters/PathfinderOozes Oozes]] | [[Characters/PathfinderUndead Undead]] | [[Characters/PathfinderSpirits Spirits]] | [[Characters/PathfinderElementals Elementals]] | [[Characters/PathfinderEthereal Ethereal]] | [[Characters/PathfinderShadow Shadow]] | [[Characters/PathfinderPositive Positive]] | [[Characters/PathfinderNegative Negative]] | [[Characters/PathfinderDream Dream]] | [[Characters/PathfinderTime Time]] | [[Characters/PathfinderAstral Astral]] | [[Characters/PathfinderCelestials Celestials]] | [[Characters/PathfinderMonitors Monitors]] | [[Characters/PathfinderFiends Fiends]])]]-]

to:

!![[center: [-[[Characters/{{Pathfinder}} Index]] | [[Characters/PathfinderPlayableRaces Playable Races]] | [[Characters/PathfinderMonsters Monsters]] ([[Characters/PathfinderHumanoids Humanoids]] | [[Characters/PathfinderAnimals Animals]] | [[Characters/PathfinderBeasts Beasts]] | [[Characters/PathfinderPlants Plants]] | [[Characters/PathfinderFungi Fungi]] | [[Characters/PathfinderFey Fey]] | '''Dragons''' | [[Characters/PathfinderAberrations Aberrations]] | [[Characters/PathfinderConstructs Constructs]] | [[Characters/PathfinderOozes Oozes]] | [[Characters/PathfinderUndead Undead]] | [[Characters/PathfinderSpirits Spirits]] | [[Characters/PathfinderElementals Elementals]] | [[Characters/PathfinderEthereal Ethereal]] | [[Characters/PathfinderShadow Shadow]] | [[Characters/PathfinderPositive Positive]] [[Characters/PathfinderVitality Vitality]] | [[Characters/PathfinderNegative Negative]] [[Characters/PathfinderVoid Void]] | [[Characters/PathfinderDream Dream]] | [[Characters/PathfinderTime Time]] | [[Characters/PathfinderAstral Astral]] | [[Characters/PathfinderCelestials Celestials]] | [[Characters/PathfinderMonitors Monitors]] | [[Characters/PathfinderFiends Fiends]])]]-]



* ElementalPlane: Each primal dragon species hails from one of the four elemental planes, except for umbral dragons, which inhabit the Shadow Plane and the Material Plane.

to:

* ElementalPlane: Each primal dragon species hails from one of the four elemental planes, except for umbral dragons, which inhabit the Shadow Plane Netherworld and the Material Plane.
Universe.



* BeneathTheEarth: When found in the Material Plane, crystal dragons prefer to inhabit complex underground cave systems, often going for decades or centuries without ever setting foot on the surface.

to:

* BeneathTheEarth: When found in the Material Plane, Universe, crystal dragons prefer to inhabit complex underground cave systems, often going for decades or centuries without ever setting foot on the surface.



* MakeMeWannaShout: Their breath weapon is a cone of sonic force.



* SuperScream: Their breath weapon is a cone of sonic force.



Normally native to the Shadow Plane, umbral dragons often settle down on Golarion proper, seeking out places that remind them of home, such as the dark hearts of forests, foreboding mountains, gloomy swamps and the darkest depths of the earth.

to:

Normally native to the Shadow Plane, Netherworld, umbral dragons often settle down on Golarion proper, seeking out places that remind them of home, such as the dark hearts of forests, foreboding mountains, gloomy swamps and the darkest depths of the earth.



* MakeMeWannaShout: Their breath weapon is a cone of sonic force charged with psychic energy.

to:

* MakeMeWannaShout: SuperScream: Their breath weapon is a cone of sonic force charged with psychic energy.



Planar dragons are the result of true dragons intermingling with the energies of the Outer Planes, eventually becoming entirely new species. They are born in their native planes and return there in old age, but spend their adult lives in the Material Plane where they shape and rule territories so as to resemble their native homes.

to:

Planar dragons are the result of true dragons intermingling with the energies of the Outer Planes, eventually becoming entirely new species. They are born in their native planes and return there in old age, but spend their adult lives in the Material Plane Universe where they shape and rule territories so as to resemble their native homes.



Twisted, hateful monsters from the bleak wastes of Abaddon, apocalypse dragons come to the Material Plane to wage war on life and fertility.

to:

Twisted, hateful monsters from the bleak wastes of Abaddon, apocalypse dragons come to the Material Plane Universe to wage war on life and fertility.



* MakeMeWannaShout: A havoc dragon's breath weapon is a cone of sonic force.

to:

* MakeMeWannaShout: SuperScream: A havoc dragon's breath weapon is a cone of sonic force.



Dragons from the chaotic, ever-shifting Abyss. They embody ruin just as much as its native demons, leaving behind only ruins and devastation wherever they go.

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Dragons from the chaotic, ever-shifting Abyss.Outer Rifts. They embody ruin just as much as its native demons, leaving behind only ruins and devastation wherever they go.



* DragonsAreDemonic: Rift dragons are demonic entities who make their way to the material plane to force mortals to worship them as demigods of suffering and destruction.

to:

* DragonsAreDemonic: Rift dragons are demonic entities neighbours of demons who make their way to the material plane Universe to force mortals to worship them as demigods of suffering and destruction.



* MakeMeWannaShout: They can unleash powerful sonic shrieks that are especially effective against constructs.



* SuperScream: They can unleash powerful sonic shrieks that are especially effective against constructs.



Some of the mightiest of the Tane, legendary monsters created as living weapons by the Eldest of the First World, jabberwocks are beasts of legend who come to the Material Plane to spread death and destruction.

to:

Some of the mightiest of the Tane, legendary monsters created as living weapons by the Eldest of the First World, jabberwocks are beasts of legend who come to the Material Plane Universe to spread death and destruction.



* FantasticRacism: Jabberwocks hate Material Plane dragons for unknown reasons, and a jabberwock that learns of a dragon's presence will obsess over killing it at the exclusion of all other priorities.

to:

* FantasticRacism: Jabberwocks hate Material Plane Universe dragons for unknown reasons, and a jabberwock that learns of a dragon's presence will obsess over killing it at the exclusion of all other priorities.
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* LavaMagicIsFire: Magma dragons are the primal representatives of elemental fire, which they phyiscally embody specficially by resembling and manipulating molten rock.
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In both Fafnheir's 1E and 2E statblock, his bite has a poison as a rider effect, so Fafnheir is as much of an example as any other linnorm. It's just that in 2E, the poison is flavored as "boiling blood".


* PoisonousPerson: All linnorms except Fafnheir have a venomous bite.

to:

* PoisonousPerson: All linnorms except Fafnheir have a venomous bite.
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None


* DinosaursAreDragons: Sort of. They're [[PteroSoarer pterosaur-like]] dragons.

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* DinosaursAreDragons: Sort of. They're [[PteroSoarer pterosaur-like]] TerrorDactyl-like dragons.

Added: 207

Removed: 213

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* AlluringAnglerfish: A sea linnorm has a distinctive facial lure which it uses to lure sea animals to their doom; in game terms, it can cause any other creature to stand stupefied when the sea linnorm flashes it.


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* LuringInPrey: A sea linnorm has a distinctive facial lure which it uses to lure sea animals to their doom; in game terms, it can cause any other creature to stand stupefied when the sea linnorm flashes it.

Added: 2206

Changed: 236

Removed: 1510

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For tropes for dragons in ''TabletopGame/DungeonsAndDragons'', see [[Characters/DungeonsAndDragonsDragons here]]. For tropes for dragons in ''TabletopGame/{{Starfinder}}'', see [[Characters/StarfinderDragons here]].

to:

For tropes for dragons in ''TabletopGame/DungeonsAndDragons'', see [[Characters/DungeonsAndDragonsDragons here]]. Characters/DungeonsAndDragonsDragons. For tropes for dragons in ''TabletopGame/{{Starfinder}}'', see [[Characters/StarfinderDragons here]].Characters/StarfinderDragons.



* ChuckCunninghamSyndrome:
** ''Fortress of the Stone Giants'' (one of the earliest ''Pathfinder'' publications) described a sixth breed of metallic dragons, the platinum dragons, supposedly existed as the holiest and most incorruptible of the original metallics, but Dahak wiped them out entirely during his original slaughter of the metallic dragons. Only one pregnant female survived, who was cursed by Dahak to lose her sheen and luster and whose eggs hatched into malformed and pitiable gray dragons. These grays survived into the modern day and attempted to mingle their blood with that of other creatures to improve their sorry conditions, giving rise to all other dragon species besides metallics and chromatics. No mention of either gray or platinum dragons exists in modern material.
** Numerous other draconic septs were described as having originated from the aforementioned gray dragons, including the all-lawful mineral dragons, the eight neutral breeds of thaumaturgic dragons, the serpentine and wingless Dragons of the Celestial Host and the opposed and septless sin and virtue dragons, as well as the foul and chaotic humor dragons said to have been born from the corpse of a dragon god and the abomination dragons formed by chromatics forcing themselves on metallics. Of all these groups, the only ones to get fleshed out later on were the Dragons of the Celestial Host, renamed imperial dragons--the rest were excised from canon (according to creative director James Jacobs, these ideas didn't work out and ended up abandoned).



** A sixth breed of metallic dragons, the platinum dragons, supposedly existed as the holiest and most incorruptible of the original metallics, but Dahak wiped them out entirely during his original slaughter of the metallic dragons. Only one pregnant female survived, who was cursed by Dahak to lose her sheen and luster and whose eggs hatched into malformed and pitiable gray dragons. These grays survived into the modern day and attempted to mingle their blood with that of other creatures to improve their sorry conditions, giving rise to all other dragon species besides metallics and chromatics. No mention of either gray or platinum dragons exists in modern material.
** Numerous other draconic septs were described as having originated from the aforementioned gray dragons, including the all-lawful mineral dragons, the eight neutral breeds of thaumaturgic dragons, the serpentine and wingless Dragons of the Celestial Host and the opposed and septless sin and virtue dragons, as well as the foul and chaotic humor dragons said to have been born from the corpse of a dragon god and the abomination dragons formed by chromatics forcing themselves on metallics. Of all these groups, the only ones to make the jump into later official septs were the Dragons of the Celestial Host, renamed as the imperial dragons.



[[folder:Myroga]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
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* CollectorOfTheStrange: The treasures in a myroga's hoard tend to be eccentric and strange, like powerful crystal balls, cursed suits of armour and intelligent talking weapons.
* LeyLine: Myrogas draw their occult abilities from ley lines—loci of intense magical energy often associated with psychic phenomena.
* MagicEater: A myroga roosts near a ley line and sups on its nearly inexhaustible ambient magic to grow stronger and expand its repertoire of brutal powers.
[[/folder]]



* LeyLine: A vishap's entire life revolves around watching over and protecting ley line networks.



* LeyLine: A vishap's entire life revolves around watching over and protecting ley line networks.
* PoisonousPerson: Vishaps have poisonous bites, and their blood is highly toxic as well -- anyone making a physical attack attack a vishap runs the risk of being poisoned by the dragon's blood.

to:

* LeyLine: A vishap's entire life revolves around watching over and protecting ley line networks.
* PoisonousPerson: Vishaps have poisonous venomous bites, and their blood is highly toxic as well -- anyone making a physical attack attack a vishap runs the risk of being poisoned by the dragon's blood.
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Turtle Power is no longer a trope


* TurtlePower: The dragon turtle is a dragon in the shape of a large snapping turtle.
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Serpentine, antlered and wingless dragons, the imperial dragons are the dominant draconic species in the continent of Tian Xia. They are much more deeply tied to their humanoid neighbors that western dragon breeds are, and often closely involved in the affairs of their kingdoms. In second edition, they're given closer ties to the elements in a pattern matching the traditional Chinese five-element model.

to:

Serpentine, antlered and wingless dragons, the imperial dragons are the dominant draconic species in the continent of Tian Xia. They are much more deeply tied to their humanoid neighbors that than western dragon breeds are, and often closely involved in the affairs of their kingdoms. In second edition, they're given closer ties to the elements in a pattern matching the traditional Chinese five-element model.
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* {{Teleportation}}: As long as they're immersed in a body of water, they can disappear from it and reappear in any other one of their choosing.

to:

* {{Teleportation}}: TeleportationWithDrawbacks: As long as they're immersed in a body of water, they can disappear from it and reappear in any other one of their choosing.

Added: 550

Removed: 228

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* CrystallineCreature: They appear to be made entirely of masses of roughly cut, jagged crystals. All their melee attacks deal cutting damage as a result, representing the sharp edges of their component crystals cutting into their foes.



* RockMonster: They appear to be made entirely of masses of roughly cut, jagged crystals. All their melee attacks deal cutting damage as a result, representing the sharp edges of their component crystals cutting into their foes.


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[[folder:Whimwyrm]]
->'''Level:''' 17
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium
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* FakeMemories: The whimwyrm's breath weapon overwhelms creatures with a riot of false, unpleasant memories.
* MoodSwinger: The whimsically dangerous whimwyrms' moods shift quickly from one extreme to the other.
[[/folder]]

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