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This page is part of the character sheet for Pathfinder, covering Dragon creatures.

Powerful, ancient and immensely proud, the dragons are a diverse collection of reptilian species distinguished by being winged (often), intelligent (usually) and immensely powerful (except those that aren't). While a lot of other things vary about them, two persistent constants about the dragons are the numerous varieties in which they appear and the fact that they're regarded by most other beings with a sense of mixed fear and awe — or, if they aren't, they firmly believe they should be.

For tropes for dragons in Dungeons & Dragons, see Dungeons & Dragons Dragons. For tropes for dragons in Starfinder, see Starfinder Dragons.


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    In General 
  • Berserk Button: A specific species of dragon, such as a red or gold dragon, is known as a "kind", thank you very much. Calling them a "breed" like they're dumb animals will piss them off at best and get you killed at worst.
  • Breath Weapon: Of various damage types depending on the dragon, and they usually have spells or other abilities based on its element. Many can also use their breath for other, stranger effects.
  • Chuck Cunningham Syndrome:
    • 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).
  • Color-Coded Elements: Among the true dragons, scale color often goes hand-in-hand with the element they are attuned to — reds, golds and the yellowish brasses, for instance, are creatures of fire, while whites and silvers command ice and cold.
  • Color-Coded for Your Convenience: But of course! This trope was named in reference to them.
  • Dragon Hoard: One of the most well-known characteristics of dragonkind, and something that dragons invest a lot of personal pride in, is the immense troves of wealth that the great serpents gather over their long lives. Almost all true dragons gather hoards, and so do numerous other draconic species such as spine dragons, linnorms and gorynyches. This is done both out of an innate greed that pervades even the most noble dragons and because their hoarded items serve as material symbols of events in their lives, which would otherwise be lost to the fog of memory. This is what drives dragons into disproportionate rages at the theft of a minor item, as it marks the loss of years of their lives.
  • Dragon Variety Pack: There are multiple kinds of western dragons, alongside a variety of Asian types, linnorms, and wyvern-like drakes. Each has various elemental subtypes as well.
  • Early-Installment Weirdness: Early material, back when Pathfinder was still a setting within Dungeons and Dragons 3.5, described numerous facts concerning dragons that have never been mentioned or have outright been contradicted since.
    • The species of hybrid offspring was supposed to be determined by the breed of the mother among metallics and that of the father among chromatics; further, all metallic and chromatic breeds came in several clans created by cross-breed matings back in dragonkind's first days — for instance, each metallic breed having four clans descended from a father of each other breed and one pure bloodline. While the notion of clans has been touched on since, none of the rest of this concept has.
    • A draconic graveyard named Dragonfall existed, whose interred dragons are fated to rise one day in a "Last Flight".
  • The Fog of Ages: Dragons may have mental faculties beyond those of mortals, but they're not infinite. Sufficiently ancient dragons often find themselves having difficulty in recalling specific incidents from their lives or placing their memories in chronological order. Their hoards serve as a way to mitigate this, as each item serves as a material marker of some event and allows them to reliably recall what moment it's associated with even as active recall fades over the long years.
  • Geodesic Cast: It doesn't matter where they come from or what they do. If a new class of true dragons is introduced, there will be five species of them, except the planar dragons, who have nine members, one per Outer Plane.
  • Giant Flyer: All dragons retain their ability to fly no matter how big they grow — and the oldest ones get very big indeed.
  • Monster Organ Trafficking: The organs the produce a true dragon's breath weapon can be harvested and used to create items that deal the associated energy damage.
  • Non-Indicative Name: Dragons other than true dragons are sometimes collectively called lesser dragons. Some of these so-called lesser dragons, like the shen and the guardian dragon (both CR 24/MR 9) are on average stronger than true dragons (planar dragons, the strongest of them all, only reach CR 24 and MR 0 at great wyrm age category).
  • No-Sell: All dragons are immune to magical sleep and paralysis.
  • Our Dragons Are Different: Sometimes they're really, really different. The true dragons mostly follow the fantasy-standard western model — winged, four-legged reptilian creatures of immense size and power, and possessed of some sort of Breath Weapon — with the primal, outer and planar septs providing variants on these themes attuned to the elements, native to outer space and embodying some aspect of the outer planes; the imperial dragons are instead fairly direct interpretations of Chinese dragons. Lesser dragons, however, can get very weird indeed, including among their ranks folkloric beasts from dozens of real-life traditions, incredibly powerful two-headed divine avengers, barely intelligent fire-breathing iguanas, shark-headed sea monsters, cat-sized dragonets with stinger-tipped tails and similarly peculiar things.
  • Politically Incorrect Hero: Even good-aligned dragons tend to have a low-key Fantastic Racism towards humanoids and "lesser" races, although it's a case of acting superior rather than actual hatred.
  • Smug Super: Even good dragons tend to act superior towards most other creatures. That said, they're usually right.
  • Stronger with Age: Some dragons (called magical or traditional dragons), who draw greater power from magic than others, become more powerful as they age and strengthen their connections with their magical origins.
  • The Usual Adversaries: To date, some kind of true dragon has appeared in every single adventure path, and often more than one.

Magical Dragon Groupings (Remaster)

    Arcane Dragon 

  • Mage Species: Arcane dragons have greater control over magic and their innate abilities. Many have mastery over a certain subset of magic; others can tap into or manipulate raw magical energies, regardless of their origins.

Fortune Dragon


  • Energy Absorption: A fortune dragon can feed upon spells that affect them to recharge its own magic. More powerful fortune dragons have an aura of magical disruption which automatically performs this process.
  • Healing Factor: A fortune dragon constantly draws in magical energy from its surroundings to heal its wounds.
  • Money Mauling: As a fortune dragon draws upon magic, coins and gems cling to its body like iron drawn to magnets. When the dragon shakes its body aggressively, these riches are sent flying in every direction.

Mirage Dragon


  • Hall of Mirrors: A mirage dragon takes care to polish every coin, gem and precious metal to a mirror shine and arrange them methodically throughout its lair so it could admire itself from all angles at any time.
  • It's All About Me: Mirage dragons are vain and egotistical and ultimately care more about themselves than others.
  • Master of Illusion: Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas.
  • Stealthy Colossus: Mirage dragons' scales are iridescent and can change colours for better camouflage, making mirage dragons surprisingly stealthy for their size.

    Divine Dragon 

Diabolic Dragon


  • Counter-Attack: 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.
  • Your Soul Is Mine!: A diabolic dragon's hoard is mostly made up of gems filled with trapped souls and contracts damning mortals to an afterlife in Hell.

Empyreal Dragon


  • Delightful Dragon: Empyreal dragons are wise, considerate, compassionate, and go out of their way to protect others from evil with the powers of Heaven. They even lair in accessible places so nearby innocents might make use of their treasures, like magical weapons.
  • Healing Hands: Empyreal dragons can exude a healing pulse from their halo that restores other creatures.
  • Holy Halo: The empyreal dragon's most noticeable feature is a golden halo above its head.

    Occult Dragon 

Conspirator Dragon


  • Deadly Gas: The conspirator dragon's breath weapon is a noxious cloud of smoke.
  • Emergency Transformation: 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 left behind and could give away the dragon's presence.
  • Human Disguise: A conspirator dragon can 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 is complete, the dragon can remain in this disguise indefinitely. The disguise is not actively magical in nature and doesn't register as magical to would-be detectors.
  • Manipulative Bastard: Conspirator dragons are schemers, always looking to manipulate and control others.
  • Seeker Archetype: In addition to normal hoards, conspirator dragons also enjoy collecting secrets and extortion materials.

Omen Dragon


  • Collector of the Strange: 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.
  • Crazy-Prepared: Omen dragons maintain multiple, smaller lairs to stay prepared for various possibilities.
  • Fortune Teller: Omen dragons are bound to see the future, nebulous though it might be, at all times, and have a natural compulsion to share their visions.
  • No-Sell: An omen dragon can choose to negate any fortune or misfortune effects that would affect it.

    Primal Dragon 

Adamantine Dragon


  • Determinator: Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.
  • Dishing Out Dirt: The adamantine dragon's breath weapon is a mass of boulders.
  • Fast Tunneling: The claws and jaws of an adamantine dragon allow them to burrow through solid stone, sometimes emerging from beneath the ground to ambush their prey.
  • Shed Armor, Gain Speed: Once the adamantine dragon is reduced to fewer than half Hit Points, it abandons its armour, exchanging some resistance for a bonus to Speed.

Horned Dragon


  • Horn Attack: 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.
  • Impaled with Extreme Prejudice: A victim impaled on a horned dragon's horns is stuck and goes wherever the dragon goes until it manages to escape.
  • Poisonous Person: Their breath weapon is a cloud of toxic gas that poisons anyone standing within it.
  • Suspiciously Similar Substitute: The horned dragon is the remastered version of the original green dragon, which had to be left behind along with the OGL. Their personalities are not greatly changed, their abilities such as poison breath and twisting tail reaction are still around, and they still generally live in forests and swamps.

True Dragon Septs (pre-Remaster)

    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.
  • Elemental Dragon: 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.
  • Elemental Plane: Each primal dragon species hails from one of the elemental planes, except for umbral dragons, which inhabit the Netherworld and the Universe.

Brine Dragon

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brine_dragon_3.png
Level: 3-19
Alignment: Lawful Neutral
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.


  • Acid Attack: Their Breath Weapon is a line of acid.
  • Defector from Decadence: 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.
  • Early-Installment Weirdness: 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.
  • The Empire: 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 Neutral Evil power Kelizandri the Brackish Emperor, and have been steadily expanding his rule through the Plane of Water for millennia.
  • The Exile: 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.
  • Fantastic Racism: 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".
  • The Needs of the Many: 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.
  • Making a Splash: 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.
  • Turtle Island: 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

https://static.tvtropes.org/pmwiki/pub/images/cloud_dragon.png
Level: 5-21
Alignment: True Neutral
Size: Small to Colossal

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.


  • Blow You Away: They can create and control wind and mist through their connection to their element.
  • Bold Explorer: Cloud dragons are avid explorers, spending large parts of their lives journeying in search of new lands, new sights, new people and new treasures.
  • Elemental Personalities: 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.
  • Elemental Shapeshifting: 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.
  • Shock and Awe: Their main breath weapon is a line of electricity.

Crystal Dragon

https://static.tvtropes.org/pmwiki/pub/images/crystal_dragon.png
Level: 2-18
Alignment: Neutral Good
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.


  • Beneath the Earth: 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.
  • Crystalline Creature: Their scales resemble a full-body coating of gems.
  • Early-Installment Weirdness: 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 Lawful Neutral.
  • Gemstone Assault: Their breath weapon is a flurry of razor-sharp crystals.
  • The Good King: 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.
  • Neat Freak: 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.
  • Super-Scream: Their breath weapon is a cone of sonic force.
  • Taken for Granite: 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

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_magma_dragon.png
Level: 4-20
Alignment: Chaotic Neutral
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.


  • Elemental Personalities: Magma dragons, the primal dragons of elemental fire, are impulsive, emotional beings with a species-wide case of Hair-Trigger Temper.
  • Hair-Trigger Temper: They're very temperamental and prone to violent mood swings. Even other dragons consider them volatile, unbalanced and borderline insane.
  • Lava Magic Is Fire: Magma dragons are the primal representatives of elemental fire, which they phyiscally embody specficially by resembling and manipulating molten rock.
  • Magma Man: 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.
  • Playing with Fire: They can cast burning hands, wall of fire and produce flame at will.
  • Volcanic Veins: Literally. A magma dragon's stony skin is crisscrossed by glowing cracks and fissures dripping with molten lava.

Umbral Dragon

https://static.tvtropes.org/pmwiki/pub/images/umbral_dragon.png
Level: 6-22
Alignment: Neutral Evil
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.


  • Beneath the Earth: 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.
  • Casting a Shadow: 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 Shadows under their control.
  • Dirty Coward: 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.
  • Elemental Personalities: 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.
  • Food Chain of Evil: 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.
  • Life Drain: They can cast vampiric touch at will to siphon off other creatures' lifeforce.
  • Touch the Intangible: 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.

    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.
  • Elemental Dragon: In Second Edition, each imperial dragon species is aligned with one classical Chinese element — fire, water, earth, metal or wood.
  • Elemental Rock-Paper-Scissors: An imperial dragon finds its powers hindered by an opposing element while becoming stronger if targeted with a specific third.
  • Far East: 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.
  • Feed It with Fire: 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.
  • Horn Attack: All imperial dragons can use their antlers for goring attacks.

Forest Dragon

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_forest_dragon.png
Level: 6-22
Alignment: Chaotic Evil
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.


  • Dishing Out Dirt: 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.
  • Enchanted Forest: 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.
  • Feed It with Fire: In Second Edition, if a forest dragon is struck by a water-based attack it takes no damage and instead gains temporary hit points.
  • Green Thumb: 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.
  • Plant Person: 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 Breath Weapon for a swarm of insects.
  • Summon Magic: In First Edition, particularly old forest dragons can summon greater earth elementals when they use their breath weapon.
  • Taken for Granite: In First Edition, great wyrm forest dragons have the ability to petrify any creature that their Breath Weapon 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

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sea_dragon_9.png
Level: 4-20
Alignment: Chaotic Good
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.


  • Elemental Shapeshifting: When targeted by a physical or fire-based attack, sea dragons turn into water for a split second to increase their defense against it.
  • Making a Splash: 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.
  • Material Mimicry: 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.
  • Sea Monster: As if the name "sea dragon" hasn't made it clear, these giant reptilian creatures live in the oceans.
  • Teleportation with Drawbacks: 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

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sky_dragon.png
Level: 5-21
Alignment: Lawful Good
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.


  • Blow You Away: 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.
  • Pious Monster: Sky dragons maintain a strong religious tradition and a sincere reverence for the gods, something unique among the generally irreligious dragons.
  • Shock and Awe: 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.
  • Weather Manipulation: 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

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sovereign_dragon.png
Level: 7-23
Alignment: True Neutral
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.


  • Armored Dragons: Sovereign dragons always go clad in their distinctive golden armor. Humanoids find this very impressive, but other dragons think it's kind of ridiculous.
  • Deal with the Devil: 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.
  • Dishing Out Dirt: They have some magical control over stone, which they can shape and mold to their liking.
  • Instant Armor: Old sovereign dragons can cover themselves in their armor, and also dismiss said armor, at will.
  • Super-Scream: Their breath weapon is a cone of sonic force charged with psychic energy.

Underworld Dragon

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_underworld_dragon.png
Level: 3-19
Alignment: Lawful Evil
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.


  • Beneath the Earth: They prefer to make their lairs deep underground, carving extensive complexes of mazelike tunnels deep beneath the world.
  • Fantasy Metals: Their claws are made of solid adamantine.
  • Fast Tunnelling: Their Underworld Burrower ability allows them to dig extremely fast, gaining speed the older they get.
  • Feed It with Fire: 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.
  • Magma Man: 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.
  • Playing with Fire: 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.

    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 Alien Presence that affects enemies in different ways depending on species, and are capable of interstellar flight.

Lunar Dragon

Level: 5-21
Alignment: Chaotic Neutral
Size: Small to Colossal

  • Attack Reflector: They have the ability to bounce ranged touch attacks right back at their attacker.
  • An Ice Person: Their Breath Weapon. 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.
  • Silver Has Mystic Powers: Their claws count as silver due to their lunar connection.
  • Stupidity-Inducing Attack: 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: Lawful Neutral
Size: Small to Colossal

  • Green Thumb: They can both blight and animate and control plants, stemming from their association with the life-giving light of suns.
  • Healing Hands: They can channel positive energy to heal those around them.
  • Light 'em Up: Their Alien Presence blinds people, and they can transform into pure light for mobility.
  • Playing with Fire: Their Breath Weapon. 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.
  • Power of the Sun: Obviously. This grants them abilities relating to fire, light, and life.

Time Dragon

Level: 7-23
Alignment: True Neutral
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.
  • Shock and Awe: Their Breath Weapon. None of their spells or other abilities have a lightning connection though.
  • Time Master: 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.
  • Time Police: They guard against those who would disrupt the temporal order.
  • Too Awesome to Use: 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: Neutral Evil
Size: Small to Colossal

  • Eldritch Abomination: They've been tainted by encountering these in the depths of space.
  • An Ice Person: Their Breath Weapon is a cone of ice, and they're immune to cold.
  • Mind Rape: They inflict this on their enemies, and have suffered it themselves.
  • Power of the Void: Naturally. Their bites can reduce enemies to ashes, and their abilities are a blend of madness and negative energy.
  • Supernatural Suffocation: Their breath weapon drives the air out of its targets' lungs and causes them to suffocate for several rounds.
  • Token Evil Teammate: The only of the outer dragons with an evil alignment — not really their fault, and some still resist.

Vortex Dragon

Level: 6-22
Alignment: Lawful Neutral
Size: Small to Colossal

  • No-Sell: 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.
  • Vacuum Mouth: Their breath weapon can be used to vacuum up an enemy to swallow them easily.

    Esoteric Dragon 
  • Psychic Powers: All esoteric dragons can use various types of psionic powers.

Astral Dragon

Level: 5-21
Alignment: True Neutral
Size: Small to Colossal

  • See the Invisible: Astral dragons have see invisibility as a constant spell-like ability.

Dream Dragon

Level: 6-22
Alignment: True Neutral
Size: Small to Colossal

  • Dream Walker: 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.
  • Dream Weaver: They can send messages into other beings' sleeping minds and create shared dreams for communication.
  • Forced Sleep: 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.
  • Shock and Awe: They get the ability to spit lighting bolts as a breath weapon.

Etheric Dragon

Level: 3-19
Alignment: True Neutral
Size: Tiny to Gargantuan

  • One-Hit Kill: 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.
  • Soul Eating: 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: Neutral Evil
Size: Tiny to Gargantuan

  • Acid Attack: Their breath weapon is a cone of acid.
  • Nightmare Weaver: 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.
  • Supernatural Fear Inducer: The mere presence of a nightmare dragon is able to induce panic.
  • Your Mind Makes It Real: 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: Neutral Good
Size: Tiny to Gargantuan

  • Barrier Warrior: An occult dragon has an aura that protects against law, chaos or evil.
  • Item Caddy: Occult dragons can emulate any class or spellcasting ability when using magic items, or appraise any items by sight.
  • No-Sell: Great wyrm occult dragons can choose to be immune to all divination.

    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.


  • Hostile Terraforming: 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

Alignment: Neutral Evil

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


  • Plague Master: 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: Neutral Good

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


  • Feathered Dragons: They have vast, white birdlike wings.
  • Forest Ranger: 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.
  • Good Wings, Evil Wings: They have white bird wings instead of the usual membranous ones, fitting their status as the purely good variant of planar dragons.
  • Shock and Awe: Their breath weapon is a line of electricity, and deals lingering electric damage for a turn after striking.
  • Voluntary Shapeshifting: They can take the form of any animal they wish.

Crypt Dragon

https://static.tvtropes.org/pmwiki/pub/images/crypt_dragon.png
Alignment: True Neutral

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.


  • The Paralyzer: A crypt dragon's scales are filled with eldritch energy that can paralyze foes.
  • Taken for Granite: Especially weak or unlucky foes hit by a crypt dragon's crush will get turned into stone.
  • Throat Light: A crypt dragon's mouth glows blue.
  • Touch the Intangible: 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: Lawful Neutral

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


  • Instant Runes: 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.
  • Mind Control: For one round, great wyrm edict dragons can take control of the mind of a creature targeted by their breath weapon.
  • Words Can Break My Bones: Edict dragons can hinder foes by writing magical runes on their bodies in the middle of combat.

Havoc Dragon

https://static.tvtropes.org/pmwiki/pub/images/havoc_dragon.png
Alignment: Chaotic Good

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


  • Fairy Dragons: They strongly resemble a supersized version of this. They sport butterfly wings and antennae, and further share true faerie dragons' whimsical natures, Chaotic Good 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.
  • Super-Scream: A havoc dragon's breath weapon is a cone of sonic force.
  • Tail Slap: 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.
  • Voluntary Shapeshifting: They can take the shape of any humanoid or animal they please.

Infernal Dragon

https://static.tvtropes.org/pmwiki/pub/images/infernal_dragon.png
Alignment: Lawful Evil

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.


  • Dragons Are Demonic: Hell dragons are horrific monsters in league with the devils, and seek to damn souls to the flames of Hell.
  • Easy Road to Hell: Anyone who dies from a Great Wyrm Infernal Dragon's Breath Weapon 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.
  • Playing with Fire: Besides breathing fire, ancient and older infernal dragons can cast fire storm once per day.
  • Summon Magic: Old and older infernal dragons can summon a contract devil to serve them once per day.

Paradise Dragon

https://static.tvtropes.org/pmwiki/pub/images/paradise_dragon.png
Alignment: Lawful Good

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


  • Back from the Dead: 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 Lawful Good.
  • Homing Lasers: When targeting chaotic or evil creatures, paradise dragons can make their breath weapon turn angles of up to ninety degrees.

Rift Dragon

https://static.tvtropes.org/pmwiki/pub/images/rift_dragon.png
Alignment: Chaotic Evil

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.


  • Acid Attack: A rift dragon's Breath Weapon is a wave of corrosive acid, and can make their targets more vulnerable to future acid-based attacks.
  • Disintegrator Ray: Great wyrm rift dragons can emit lines of destructive force from their mouths that disintegrate anything they touch.
  • Dragons Are Demonic: 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: Chaotic Neutral

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


  • Confusion Fu: They can switch elemental resistances in the middle of combat, and choose which elemental damage their breath weapon deals each time they use it.
  • Mix-and-Match Critters: Tumult dragons appear as jumbled aggregations of other creatures' body parts, assembled without rhyme or reason into a draconic form.

Other Draconic Septs

    Azi 
Alignment: Neutral Evil

  • Evil Versus Evil: Evil true dragons, including young chromatic dragons, loathe and look down upon the azi, and the feeling is mutual.
  • Semi-Divine: 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

  • Deadly Gas: A sruvara can violently shake its body, freeing the poison from its scales, causing a noxious, mind-numbing cloud to erupt around its body.
  • Food as Bribe: A sruvara can usually be bribed with exotic delicacies or rare slaves to slowly slaughter.
  • Loves the Sound of Screaming: Sruvara revel in the screams of tortured victims and the plight of villagers forced to choose between watering themselves or their children.
  • Poison Is Corrosive: A sruvara can spit forth a stream of poison so corrupt it can sear skin and dissolve metal.
  • Poisonous Person: A sruvara's body is host to some of the most deadly toxins found in the world.

Gandareva

Level: 16
Size: Gargantuan

  • Acid Attack: A gandareva can spew forth a wave of thick, acidic ooze.
  • Absolute Xenophobe: Gandarevas never ally with sentient creatures, no matter how evil, being demonstrably paranoid about betrayal and potential theft.
  • Dragon Hoard: 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.
  • Multi-Armed and Dangerous: A gandareva has four mighty arms.
  • Sea Monster: Gandarevas prefer to live in the sea and terrorise ships that dare to sail through their domain.

Zahhak

Level: 19
Size: Gargantuan

  • The Caligula: Zahhaks adopt the roles of petty tyrants and dictators over the realms they claim as their own.
  • Jackass Genie: A zahhak can grant a single terrible wish which will invariably bring hardship and sorrow to whoever made the wish.
  • Monster Lord: With the power to enforce their wills upon most beings, zahhaks often command the service of divs or even other azi.
  • Multiple Head Case: A zahhak has two additional snake heads flanking its main one.
  • Playing with Fire: A zahhak can unleash a gout of noxious flame that both burns and poisons any creature it touches.
  • Poisonous Person: Both of a zahhak's breath weapon and snake heads are venomous.
  • Power Nullifier: 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.
  • Spawn Broodling: Any humanoid victim of a zahhak will eventually rise as a ghoul.
  • Supernatural Fear Inducer: A zahhak unsettles its foes with its mere presence.

    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.
  • Our Wyverns Are Different: 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.
  • True-Breeding Hybrid: 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.
  • Underground Monkey: Drakes come in many, many varieties themed around different elements and environments.

Shadow Drake

https://static.tvtropes.org/pmwiki/pub/images/drake_shadowdrake.png
Level: 2
Alignment: Chaotic Evil
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.


  • Casting a Shadow: 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.
  • Prehensile Tail: Shadow drake tails are very dexterous, enough so to be useful in grabbing and manipulating small objects and even in picking locks.
  • Shoulder-Sized Dragon: 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

https://static.tvtropes.org/pmwiki/pub/images/drake_prairiedrake.png
Level: 2
Alignment: Neutral Evil
Size: Small

  • For the Evulz: The average prairie drake has a temperament similar to that of a wicked child who delights in tormenting others.
  • Helpful Mook: 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

https://static.tvtropes.org/pmwiki/pub/images/drake_riverdrake.png
Level: 3
Alignment: Neutral Evil
Size: Medium

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


  • Acid Attack: River drakes can spit volleys of caustic mucus.
  • Aquatic Mook: Otherwise standard drakes, but with a swim speed and found in rivers.

Forest Drake

Level: 4
Alignment: Lawful Evil
Size: Large

Brutish cousins of green dragons that favor temperate woodlands.


Flame Drake

https://static.tvtropes.org/pmwiki/pub/images/drake_flamedrake.png
Level: 5
Alignment: Chaotic Evil
Size: Large

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.
  • Kill It with Ice: As creatures closely tied to elemental fire, flame drakes are very vulnerable to cold damage.
  • Playing with Fire: They're immune to fire damage and breathe flames.

Mist Drake

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mist_drake.jpg
Level: 5
Alignment: Neutral Evil
Size: Large

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


  • Fragile Speedster: 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.
  • Stealthy Mook: 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

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jungle_drake.png
Level: 6
Alignment: Neutral Evil
Size: Large

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


  • Beware My Stinger Tail: The tails of jungle drakes are tipped with sharp stingers, which besides the damage of the sting itself also inject poison into their targets.
  • Our Wyverns Are Different: Jungle drakes resemble classical and in-game wyverns more so than any other drake species, thanks to their toxic bites and stingers.
  • Poisonous Person: 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

https://static.tvtropes.org/pmwiki/pub/images/sea_drake.png
Level: 6
Alignment: Neutral Evil
Size: Large

Oceanic, fishlike drakes of great size and uncertain descent.


  • Aquatic Mook: Large but otherwise standard drakes, but with a swim speed and found in the sea.
  • Shock and Awe: They get ball lightning for a breath weapon.
  • Sea Monster: 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

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_wyvern.png
Level: 6 (wyvern), 8 (Aashaq's wyvern)
Alignment: Neutral Evil (wyvern), Chaotic Evil (Aashaq's wyvern)
Size: Large

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


  • Beware My Stinger Tail: Wyverns have a poisonous stinger at the tip of their tails.
  • Breath Weapon: Aashaq's wyverns are able to emit a noxious blast of gas that burns and blinds those in its path.
  • Multiple-Tailed Beast: Unlike their more mundane cousins, Aashaq's wyverns have bifurcated tails.
  • Our Wyverns Are Different: Effectively the same kind popularized by 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.
  • Poisonous Person: They can poison prey and enemies by stinging them with their barbed, envenomed tails.

Frost Drake

https://static.tvtropes.org/pmwiki/pub/images/drake_frostdrake.png
Level: 7
Alignment: Chaotic Evil
Size: Large

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


  • An Ice Person: 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.
  • Kill It with Fire: As creatures closely tied to elemental cold, frost drakes are very vulnerable to fire damage.
  • Wall Crawl: A limited variant; they can climb on any surface, provided that it's covered in ice.

Spire Drake

Level: 7
Alignment: Lawful Evil
Size: Large

  • Collector of the Strange: 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

https://static.tvtropes.org/pmwiki/pub/images/drake_desertdrake.png
Level: 8
Alignment: Neutral Evil
Size: Large

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


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

Lava Drake

https://static.tvtropes.org/pmwiki/pub/images/pathtfinder_lava_drake.png
Level: 9
Alignment: Neutral Evil
Size: Large

Animalistic relations of magma dragons who lair near volcanoes.


  • Magma Man: They can swim in lava and vomit globs of molten rock onto their foes.

Rift Drake

Level: 9
Alignment: Chaotic Evil
Size: Large

  • Acid Attack: A rift drake can spit a ball of caustic gas that bursts into a cloud upon impact.

Ether Drake

Level: 10
Alignment: True Neutral
Size: Large

  • Telepathy: Ether drakes are innate telepaths, and often use telepathy to communicate with each other.
  • Token Heroic Orc: 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.

    Linnorm 
Alignment: Chaotic Evil

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


  • Chaotic Evil: Unlike other dragon types, which if nothing else vary along the law-chaos axis, every single breed of linnorm fits in this aligment.
  • Cold Iron: Linnorms are vulnerable to cold iron weapons, something presumably linked to their close ties with the First World and the fey.
  • Dying Curse: Adult linnorms can inflict a nasty curse upon their killer.
  • Giant Flyer: Despite their size and lack of wings, linnorms can fly like true dragons.
  • Grim Up North: Linnorms inhabit the far north of the world, and are rarely if ever found in warmer, southerly areas.
  • Poisonous Person: All linnorms have a venomous bite.
  • Underground Monkey: 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, tarnsnote  and the like.

Young Linnorm

Level: 7
Size: Large

  • Big Eater: Juvenile linnorms are voracious, eating any living creature to fuel their growth.

Crag Linnorm

https://static.tvtropes.org/pmwiki/pub/images/crag_linnorm.png
Level: 14
Size: Gargantuan

Bestial, primitive linnorms that inhabit cold, rocky hills.


  • Kill It with Fire: The killer of a crag linnorm is affected by a Curse of Fire, which makes them vulnerable to fire.
  • Magma Man: The breath weapon of crag linnorms is a jet of lava.
  • Playing with Fire: A crag linnorm's bite injects a literally burning venom.

Shoal Linnorm

https://static.tvtropes.org/pmwiki/pub/images/linnorm_shoallinnorm.png
Level: 15
Size: Gargantuan

Aquatic linnorms found in icy lakes and rivers.


  • Beast of Battle: Some frost giant tribes capture very young shoal linnorms and train them as guards.
  • Making a Splash: The breath weapon of shoal linnorms is a cloud of scalding steam.
  • Playing with Fire: The shoal linnorm's venom burns like the hottest alchemist's fire.
  • Super Drowning Skills: 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

https://static.tvtropes.org/pmwiki/pub/images/linnorm_fjordlinnorm.png
Level: 16
Size: Gargantuan

Fish-headed linnorms that lurk along northern coasts.


  • An Ice Person: The breath weapon of fjord linnorms is a line of freezing cold water that hardens into ice on contact.
  • Sea Serpents: Serpentine, aquatic dragons with only two limbs, webbed claws, fish-like heads and fins, tails ending in flukes and a propensity for attacking ships.
  • Super Drowning Skills: 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

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.


  • Kill It with Ice: The killer of an ice linnorm is affected by a Curse of Frost which makes them vulnerable to cold.
  • An Ice Person: The breath weapon of ice linnorms is a gout of freezing, clinging ooze.
  • That's No Moon: 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

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.


  • Acid Attack: 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.
  • Food Chain of Evil: 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.
  • Must Be Invited: 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.
  • Poisonous Person: A cairn linnorm has an acidic bite and breath weapon.
  • Rapid Aging: Cairn linnorms inflict their killers with a Curse of Decay, which makes its victims age a year per day.

Taiga Linnorm

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.


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

Tarn Linnorm

https://static.tvtropes.org/pmwiki/pub/images/tarn_linnorm.png
Level: 20
Size: Colossal

Two-headed linnorms that lair along isolated mountain lakes.


  • Acid Attack: They can choose between a line of acid and a cone of acidic gas for their breath weapon, and inject acidic venom through their bites.
  • Deadly Gas: A tarn linnorm's acidic breath will evaporate into toxic fumes when it dissolves organic flesh.
  • Multiple Head Case: 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.
  • Poison Is Corrosive: Tarn linnorm venom deals acid damage.
  • Wound That Will Not Heal: Their curse makes it impossible for their killer to heal naturally or benefit from magical healing.

Tor Linnorm

https://static.tvtropes.org/pmwiki/pub/images/tor_linnorm.png
Level: 21
Size: Colossal

Powerful, four-armed linnorms that lurk within volcanoes.


  • A God Am I: Tor linnorms enjoy being adored and worshipped and have been known to delay eating victims that seem to be particulary cowed by their presence.
  • Kill It with Fire: The killer of a tor linnorm is affected by a Curse of Boiling Blood, which makes them vulnerable to fire.
  • Non-Indicative Name: 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.
  • Playing with Fire: The breath weapon of tor linnorms is a cone of flames and ash, and their venom is burning.
  • Volcanic Veins: 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.


  • The Ageless: 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.
  • Lazy Dragon: Sea linnorms hibernate for centuries at a time, awakening only to feed and check over their territories before returning to their sleep.
  • Luring in Prey: 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.
  • Sea Serpents: Sea linnorms are immense, serpentine dragons, provided with lionfish-like spines and glowing lures, that live in the deepest underwater trenches of the world.
  • Shock and Awe: 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.
  • Super Drowning Skills: 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.

Single Draconic Species

Templates

    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.


  • Hybrid Monster: 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.
  • True-Breeding Hybrid: 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

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dracolisk_6.png
Level: 7
Alignment: True Neutral
Size: Large

The offspring of true dragons and basilisks.


  • Basilisk and Cockatrice: Their non-draconic ancestors are basilisks, and they retain their multiple legs and petrifying gaze.
  • Taken for Granite: Like their basilisk progenitors, they can petrify those who look them in the eyes.
  • True-Breeding Hybrid: 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.
  • Vertebrate with Extra Limbs: 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.

Level 0

    Pyrausta 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_pyrausta.jpg
Level: 0
Alignment: Chaotic Neutral
Size: Diminutive

Level 1

    Pseudodragon 
https://static.tvtropes.org/pmwiki/pub/images/pseudodragon.jpeg
Level: 1
Alignment: Neutral Good
Size: Tiny

  • Beware My Stinger Tail: 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.
  • Shoulder-Sized Dragon: 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.

Level 2

    Calligraphy Wyrm 
Level: 2
Alignment: True Neutral
Size: Diminutive

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

    Fey Dragonet 
Level: 2
Alignment: Chaotic Good
Size: Tiny

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


  • Boss in Mook Clothing: 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.
  • Fairy Dragons: 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.
  • Shoulder-Sized Dragon: They don't grow to be much bigger than cats.
  • Stupidity-Inducing Attack: They breathe a euphoric gas that stupefies those that breathe it, dulling their minds and clouding their senses.
  • The Trickster: 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.

    Grauladon 
https://static.tvtropes.org/pmwiki/pub/images/grauladon.png
Level: 2
Alignment: True Neutral
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 here.


  • The Pig-Pen: A grauladon has a disgusting smell, the result of its fetid habitat and diet of rotting, waterlogged meat.

    House Drake 
Level: 2
Alignment: Chaotic Good
Size: Tiny

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


  • Good Counterpart: 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 — Chaotic Good and Lawful Evil — 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.
  • Lamarck Was Right: 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.
  • Silver Has Mystic Powers: Their teeth and stingers are laced with silver, allowing them to penetrate the imps' natural Damage Reduction.

    Nycar 
Level: 2
Alignment: Chaotic Neutral
Size: Tiny

  • Poisonous Person: 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.

    Tatzlwyrm 
https://static.tvtropes.org/pmwiki/pub/images/tatzlwyrm.png
Level: 2
Alignment: True Neutral
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 here.


Level 3

    Kyrana 
Level: 3
Alignment: Neutral Evil
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.


  • Feed It with Fire: Kyranas are unaffected by fire-based attacks, and are healed supernaturally by contact with fire.

    Tidepool Dragon 
Level: 3
Alignment: Chaotic Neutral
Size: Tiny

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

Level 4

    Amphiptere 
Level: 4
Alignment: True Neutral
Size: Large

  • Impaled with Extreme Prejudice: If an amphiptere scores a critical hit with its tail attack against a creature smaller than itself, its spike-tipped tail impales the victim.
  • Our Wyverns Are Different: 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.

    Najra Lizard 
https://static.tvtropes.org/pmwiki/pub/images/najralizard.png
Level: 4
Alignment: Chaotic Neutral
Size: Tiny

  • Poisonous Person: 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.

Level 5

    Gowrow 
Level: 5
Alignment: True Neutral
Size: Large

  • Aquatic Mook: A gowrow's natural weapons and fighting style are adapted to its aquatic nature.

    Rope Dragon 
Level: 5
Alignment: Chaotic Neutral
Size: Small

  • That's No Moon: Rope dragons often disguise as and hide among ordinary rope to steal sweet and expensive foods and escape undetected.

Level 6

    I'iko Dragon 
https://static.tvtropes.org/pmwiki/pub/images/iikodragon.png
Level: 6
Alignment: Chaotic Neutral
Size: Small

  • Eat Dirt, Cheap: I'iko dragons consume glass, crystals and gemstones to harden and colour their scales.

    Myroga 
Level: 6
Alignment: Neutral Evil
Size: Large

  • Collector of the Strange: 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.
  • Ley Line: Myrogas draw their occult abilities from ley lines—loci of intense magical energy often associated with psychic phenomena.
  • Magic Eater: 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.

Level 7

    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.
  • Weather Manipulation: Imugi have some power over rain and storms but are usually not powerful enough to control the exact weather.

Level 8

    Bida 
https://static.tvtropes.org/pmwiki/pub/images/bida.png
Level: 8
Alignment: Lawful Evil
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 here.


  • Master of Illusion: Bidas employ illusion magic to disguise themselves as humans, and hide villages that they enslaved from the outside world.

    Pixiu 
Level: 8
Size: Large

  • Catlike Dragons: The pixiu is a species of dragon that resembles a winged, dragon-headed lion.
  • Metal Muncher: Pixiu have an uncanny ability to sniff out gold, which they love to eat.
  • Winds of Destiny, Change!: A pixiu can attract good fortune and is believed to be a bringer and protector of prosperity.

Level 9

    Dragon Turtle 
https://static.tvtropes.org/pmwiki/pub/images/dragonturtle.png
Level: 9
Alignment: True Neutral
Size: Huge

  • Making a Splash: The dragon turtle can create a massive growing tsunami.
  • Sea Monster: 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.
  • To Serve Man: Dragon turtles are glad to supplement their diet with the flesh of sailors.
  • Turtle Island: 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.

    Pest Drake 
Level: 9
Alignment: True Neutral
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.


  • Acid Attack: 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.
  • Fantastic Vermin: 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.
  • Shoulder-Sized Dragon: They're about a foot from nose to tail-tip and never weigh more than two pounds or so.
  • The Swarm: 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 10

    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.


  • Pest Controller: 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.
  • Vertebrate with Extra Limbs: They have two wings and eight legs.

    Peluda 
https://static.tvtropes.org/pmwiki/pub/images/peluda.png
Level: 10
Alignment: Neutral Evil
Size: Large

  • Achilles' Heel: 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.
  • Spike Shooter: They can lunch volleys of their poisonous quills by violently shaking themselves.
  • Spikes of Villainy: They are evil and covered in spines, as well as being able to throw them as a ranged attack.

Level 12

    Scitalis 
Level: 12
Alignment: True Neutral
Size: Large

  • Armless Biped: 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.

Level 13

    Cetus 
https://static.tvtropes.org/pmwiki/pub/images/cetus_0.png
Level: 13
Alignment: Chaotic Neutral
Size: Colossal

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


  • Anti-Magic: Their bite dispels enchantments.
  • A Kind of One: 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.
  • Luck Manipulation Mechanic: 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.
  • Sea Monster: 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.
  • Taken for Granite: In a reference to how the original Ketos of Greek myth died, cetuses are highly vulnerable to petrification.
  • Threatening Shark: The head of a cetus is that of a shark.
  • Weather Manipulation: 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 15

    Kongamato 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kongamato.jpg
Level: 15
Alignment: True Neutral
Size: Huge

    Gorynych 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gorynch.jpg
Level: 15
Alignment: Chaotic Evil
Size: Huge

  • Evil Versus Evil: Gorynyches usually prey on young green and black dragons to steal their hoards.
  • A Kind of One: 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.
  • Multiple Head Case: Three heads each.

    Woundwyrm 
Level: 15
Alignment: Chaotic Evil
Size: Huge

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

Level 16

    Spine Dragon 
Level: 16
Alignment: Chaotic Neutral
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.


  • Spike Shooter: They can launch up to four of their quills per round like projectile weapons.
  • Super-Scream: They can unleash powerful sonic shrieks that are especially effective against constructs.
  • The Spiny: Their hides are bristling with razor-sharp spines ready to skewer anyone attacking them in meelee.

Level 17

    Khala 
Level: 17
Alignment: Chaotic Evil
Size: Large
Serpentine, three-headed dragons with no limbs save for a pair of wings.

    Prism Dragon 
https://static.tvtropes.org/pmwiki/pub/images/prism_dragon.png
Level: 17
Alignment: Chaotic Neutral
Size: Huge

Extraplanar, crystalline dragons fond of manipulation and complicated plots.


  • Bright Is Not Good: They're brightly colored and, while not evil, still typically far from benevolent.
  • The Chessmaster: 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.
  • Crystalline Creature: 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.
  • Demonic Possession: 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...
  • Hidden in Plain Sight: One trick they enjoy pulling is to pose as a piece of ordinary statuary while psychically nudging people into acting according to their plans.
  • Light 'em Up: Their Breath Weapon 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.
  • Nobody Here but Us Statues: 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 Hidden in Plain Sight.
  • Psychic Powers: 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.
  • Who Wants to Live Forever?: 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.

    Whimwyrm 
Level: 17
Alignment: Chaotic Neutral
Size: Medium

  • Fake Memories: The whimwyrm's breath weapon overwhelms creatures with a riot of false, unpleasant memories.
  • Mood-Swinger: The whimsically dangerous whimwyrms' moods shift quickly from one extreme to the other.

Level 18

    Taniniver 
Level: 18
Alignment: Neutral Evil
Size: Huge

  • Blessed with Suck: Having all those disease and necromancy based powers probably isn't worth being sick and in agony all the time.
  • Body Horror: It's infected with all manner of horrible diseases and the one in the picture even has bits of its skin falling off.
  • Enemy Summoner: They can cast undead-creating spells at will.

Level 19

    Vishap 
Level: 19
Alignment: True Neutral
Size: Gargantuan

Four-winged, crocodile-headed dragons that watch over Ley Lines.


  • Ley Line: A vishap's entire life revolves around watching over and protecting ley line networks.
  • Mix-and-Match Critters: Vishaps are dragons with fish tails and crocodile heads.
  • Poisonous Person: 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.
  • Psychic Powers: Vishaps are natural psions, and can cast an impressive variety of psychic spells.
  • Vertebrate with Extra Limbs: More so than other dragons. They have four legs and four wings, for a total of eight articulate limbs.

Level 21

    Sirrush 
Level: 21
Alignment: Neutral Good
Size: Gargantuan

  • Death-Activated Superpower: When a sirrush dies, nonevil creatures within 100 feet (except other sirrushes) receive the benefits of a breath of life spell.
  • The Power of the Sun: A sirrush’s breath weapon is a cone of searing sunlight.

Level 23

    Jabberwock 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jabberwock.png
Level: 20 (lesser jabberwock), 23 (jabberwock)
Alignment: Chaotic Evil
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.


  • Aquatic Mook: Slithy jabberwocks swim instead of flying, and are created to wreak destruction beneath the waves.
  • Black Speech: A jabberwock can burble a blast of nonsense sounds which can confuse nearby creatures or create a sonic blast.
  • Born as an Adult: Jabberwocks, like the other Tane, do not reproduce naturally; each is created by the Eldest as a fully formed adult.
  • Cold Flames: Mimsy jabberwocks have eyes that burn with blue flames that deal cold damage.
  • Eye Beams: 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.
  • Fantastic Racism: 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.
  • An Ice Person: Mimsy jabberwocks, native to cold locales, resist cold and project Cold Flames from their eyes, instead of the regular kind.
  • A Kind of One: 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.
  • Multiple Head Case: Frumious jabberwocks have two heads, allowing to make an additional bite attack each turn.
  • Public Domain Character: They are lifted directly from the poem "Jabberwocky".
  • Underground Monkey:
    • 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 Eye Beams 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.
  • Weapon of X-Slaying: Jabberwocks are strangely vulnerable against vorpal weapons.
  • Wind from Beneath My Wings: Jabberwocks can create powerful buffeting winds by beating their wings.

Level 24

    Elder Wyrm 
Level: 24
Alignment: True Neutral
Size: Colossal

  • Combos: If an elder wyrm uses both breath weapons simultaneously, the electrical charge causes the poison gas to explode in a deflagration.
  • Hunter of Monsters: An elder wyrm's bite and rend attacks deal additional damage to creatures with mythic tiers or the mythic subtype.
  • Judge, Jury, and Executioner: 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.
  • Multiple Head Case: 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.
  • Poisonous Person: One of an elder wyrm's breath weapons is a cone of caustic gas.
  • Shock and Awe: One of an elder wyrm's breath weapons is a lightning bolt.
  • Talking to Themself: Often an elder wyrm's two heads' personalities diverge, leading to good-natured bickering and debate between the two.
  • Vertebrate with Extra Limbs: An elder wyrm has six legs and two wings.

    Guardian Dragon 
Level: 24
Mythic Rating: 9
Alignment: True Neutral
Size: Gargantuan

  • The Maze: 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.
  • Tracking Spell: A guardian dragon's magic allows it to find any creature at any distance, and it is relentless in pursuit of its lost items.

    Shen 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shen.jpg
Level: 24
Mythic Rating: 9
Alignment: True Neutral
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.


  • Heal Thyself: 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.
  • Voluntary Shapeshifting: The can turn into clams, pheasants, swallows, giant pearls or clouds of gas at will.
  • Weather Manipulation: Shen can control rain and wind, and are known to bring rains during droughts out of pity for the afflicted.

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