This dragon shimmers with golden light with the radiance of the sun.
XP 9,830,400
LG Colossal male great wyrm gold dragon (dragon, fire, mythic, native, outsider ) Mythic Dragon 10, Archdragon template
Init +17; Senses dragon senses (blindsense 60 ft., darkvision 120 ft., see four times as well as a human in dim light and twice as well in
LG Colossal male great wyrm gold dragon (dragon, fire, mythic, native, outsider ) Mythic Dragon 10, Archdragon template
Init +17; Senses dragon senses (blindsense 60 ft., darkvision 120 ft., see four times as well as a human in dim light and twice as well in
normal light), telepathy 100 ft., true seeing; Perception +45
9th (4/day)—time stop, wish
8th (7/day)—euphoric tranquility* (DC 26), greater prying eyes, protection from spells
7th (7/day)—greater teleport, resurrection , vision
6th (7/day)—antimagic field, greater dispel magic, heal
5th (7/day)—dispel evil (DC 23), plane shift, teleport, true seeing
4th (8/day)—divination, restoration, spell immunity, stoneskin
3rd (8/day)—dispel magic, haste, invisibility purge, prayer
2nd (8/day)—aid, cure moderate wounds, lesser restoration, resist energy, silence
1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
0th (at will)—detect magic, detect poison, light, mage hand, mending, open/close, prestidigitation, read magic , stabilize
MYTHIC ABILITIES
Mythic Powers amazing initiative (+10), divine source, farwalker, fearless, mythic power (23/day), mythic spellcasting (10 spells), pure
ECOLOGY
Environment any
Auras aura of good (overwhelming), aura of fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 33), nimbus of light (30 ft.), protective aura
(20 ft.), righteous aura (20 ft., good gain fast healing 1; evil take 1d6 damage/round, evil outsiders and undead take 2d6 damage/round,
DC 48; all take –1 penalty on all attack and damage rolls)
DEFENSE
AC 65, touch 11, flat-footed 62 (+3 Dex, +8 insight, +54 natural, -8 size, +8 sacred)
hp 530 (34d12+306 plus 100 mythic); regeneration 10
Fort +45, Ref +33, Will +43; +8 sacred defense, +8 second sight
Defensive Abilities majestic insight, sacred defense, second sight; DR 10/epic, 20/magic; Immune blindness, compulsions, curses,
deafness, disease, fear, fire, paralysis, poison, polymorph, sleep; Resist acid 30, cold 30 electricity 30; SR 51
OFFENSE
Speed 60 ft., fly 300 ft. (clumsy), swim 60 ft.
Melee bite +42 (4d8+24/19-20/x3), 2 claws +42 (4d6+16/19-20/x3), tail slap +40 (4d6+24/19-20/x3), 2 wings +40 (2d8+8/19-20/x3)
Melee bite +42 (4d8+24/19-20/x3), 2 claws +42 (4d6+16/19-20/x3), tail slap +40 (4d6+24/19-20/x3), 2 wings +40 (2d8+8/19-20/x3)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (70-ft. cone, 28d10 fire, DC 36), crush (4d8+24, DC 36), holy breath (see below), tail sweep (2d8+24, DC
36), weakening breath
Spell-Like Abilities (CL 30th; concentration +38)
At will—bless, daylight, detect evil, foresight, geas/quest, sunburst (DC 26)
Spell-Like Abilities (CL 30th; concentration +38)
At will—bless, daylight, detect evil, foresight, geas/quest, sunburst (DC 26)
3/day—polymorph (see change shape below)
1/day—foresight,
1/day—foresight,
Mythic Spells 3rd–dispel magic, fireball; 4th–shout; 5th–cone of cold, dominate person; 6th–chain lightning, disintegrate; 7th–reverse
gravity; 8th–dimensional lock; 9th–wish
Spells Known (CL 19th; concentration +27)9th (4/day)—time stop, wish
8th (7/day)—euphoric tranquility* (DC 26), greater prying eyes, protection from spells
7th (7/day)—greater teleport, resurrection , vision
6th (7/day)—antimagic field, greater dispel magic, heal
5th (7/day)—dispel evil (DC 23), plane shift, teleport, true seeing
4th (8/day)—divination, restoration, spell immunity, stoneskin
3rd (8/day)—dispel magic, haste, invisibility purge, prayer
2nd (8/day)—aid, cure moderate wounds, lesser restoration, resist energy, silence
1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
0th (at will)—detect magic, detect poison, light, mage hand, mending, open/close, prestidigitation, read magic , stabilize
STATISTICS
Str 43, Dex 16, Con 29, Int 26, Wis 27, Cha 26
Str 43, Dex 16, Con 29, Int 26, Wis 27, Cha 26
Base Atk +30; CMB +54; CMD 66 (70 vs. trip)
Feats Alertness, Critical Focus, Extend Spell, Greater Vital Strike, Hover, Improved Critical (bite, claw, wing, tail), Improved Critical (M; bite,
claw, wing, tail), Improved Initiative, Improved Initiative (M), Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell,
Staggering Critical, Stunning Critical, Vital Strike, Wingover
Skills Diplomacy +45, Fly +18, Heal +43, Knowledge (arcana) +58, Knowledge (history) +45, Knowledge (local) +43, Knowledge (nobility)
+43, Knowledge (planes) +45, Knowledge (religion) +45, Perception +55, Sense Motive +45, Spellcraft +58, Swim +60, Use Magic Device
+43; Racial Modifiers +8 Swim
Languages Abyssal, Celestial, Common, Draconic, Dwarven Elven, Giant, Halfling, Infernal, truespeech
SQ advanced senses, archdragon, battle prowess, change shape, detect gems, divine aid, draconic might, fast flight, luck, majestic insight,
SPECIAL ABILITIES
SPECIAL ABILITIES
Advanced Senses (Su)
The First Guardian of Stonehelm gains telepathy up to 100 feet. It is also under the constant effect of a true seeing spell, and can suppress or reactive it as a free action.
Archdragon (Ex)
The First Guardian of Stonehelm is the epitome of goodly dragonkind. It gains the extraplanar and good type, immunity to disease, fear, and polymorph effects. In addition the First Guardian of Stonehelm gains resist acid 30, cold 30, and electricity 30, and loses its weakness to cold.
Battle Prowess (Ex)
The First Guardian of Stonehelm gains a +4 bonus to its Hit Dice, base attack bonus, and natural armor.
Change Shape (Su)
The First Guardian of Stonehelm can assume any animal or humanoid form three times per day as if using polymorph.
Detect Gems (Sp)
The First Guardian of Stonehelm can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones.
Divine Aid (Sp)
Once a week, the First Guardian of Stonehelm can call upon celestial powers for aid. This functions as a miracle.
Draconic Might (Ex)
The First Guardian of Stonehelm's breath weapon damage increases by 4 damage die.
Fast Flight (Ex)
The First Guardian of Stonehelm is treated as one size category larger when determining his fly speed.
Fire Aura (Su)
The First Guardian of Stonehelm is surrounded by an aura of fire. All creatures within 10 feet of him take 2d6 points of fire damage at the beginning of the First Guardian of Stonehelm’s turn. The First Guardian of Stonehelm can activate or suppress this aura as a free action.
Holy Breath (Su)
The First Guardian of Stonehelm’s breath weapon gains a disrupting quality, dangerous to undead creatures. Any undead damaged by the First Guardian of Stonehelm’s breath weapon must make a separate Fortitude save or be disintegrated and utterly destroyed.
Luck (Sp)
Once per day the First Guardian of Stonehelm can touch a gem, usually one embedded in his hide, and enspell it to bring good luck. As long as the First Guardian of Stonehelm carries the gem, it and every good creature within a given radius of it (120 ft.) receives a +1 luck bonus on all saving throws. If the First Guardian of Stonehelm gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 36 hours. This ability is the equivalent of a 2nd-level spell.
Majestic Insight (Ex)
The First Guardian of Stonehelm gains a +2 bonus to all saving throws, +16 bonus skill points, and 2 bonus feat of its choice.
Righteous Aura (Su)
The First Guardian of Stonehelm manifests an aura of soft white light with golden motes floating within. All good creatures gain fast healing 1 as long as they remain within the aura. Evil creature within the aura must make a successful Will (DC 48) save each round or take 1d6 points of damage. Evil outsiders and undead take 2d6 points of damage each round instead. In addition, due to the relaxing nature of the aura, all creatures (except the First Guardian of Stonehelm) receive –1 penalty on all attack and damage rolls (minimum 1) while within the aura.
Sacred Defense (Su)
The First Guardian of Stonehelm gains a sacred bonus to AC and saving throws equal to his Charisma modifer.
Second Sight (Ex)
The First Guardian of Stonehelm's powerful intuition grants him an insight bonus to his AC and saving throws.
Weakening Breath (Su)
Instead of a cone of fire, the First Guardian of Stonehelm can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age category (Will save half).
MYTHIC ABILITIES
Mythic Powers amazing initiative (+10), divine source, farwalker, fearless, mythic power (23/day), mythic spellcasting (10 spells), pure
body, pure destiny, pure senses, sleepless, surge (+1d12)
ECOLOGY
Environment any
Organization solitary (unique) or 2-4 (Stonewatch: The Archwizard of Assentia, The Divine Emissary of Light, The Grand Sage, The Horned