Until Thy Kingdom Come
Spine Dragon, Mythic Rank 4
CN Gargantuan dragon (earth)
Init + 2/- 18; Senses blindsight 30 ft., darkvision 120 ft., low-light vision, superior optics (see invisibility), Perception + 17
AC 39, touch 9, flat-footed 36 (+ 2 Dex, + 1 dodge, + 30 natural, – 4 size)
hp 178 (8d12 + 72 + 40 plus 100 hp force field)
Fort + 17, Ref + 8, Will + 12; second save
Defensive Abilities fortification (50%), ray deflection, spines; DR 10/adamantine,
Immune paralysis, sleep effects, sonic; Resist cold 15, electricity 15, fire 15; SR 28
Speed 30 ft., fly 60 ft. (average)
Melee bite + 22 (2d8 + 18 plus grab, crit 19-20), 2 claws + 22 (2d6 + 18, crit 19-20), tail slap + 17 (2d8 + 19)
Power attack: bite + 19 (2d8 + 27 plus grab, crit 19-20, 4d8 + 72), 2 claws + 19 (2d6 + 27, crit 19-20, 4d6 + 72) and tail slap + 12 (2d8+ 37, crit 4d8 + 98)
bite + 19 (4d8 + 54 plus grab, crit 19-20 6d8 + 108) with Power Attack (M) and Vital Strike (M)
permanent Greater Magic Fang (keen, + 5 enhancement to bite, claws, tail)
Ranged 4 spines + 5 (2d8 + 13); 2 integrated mouth lasers + 5 touch (3d10 fire)
Space 20 ft.; Reach 15 ft.
Special Attacks breath weapon, grab, spines
Spell-Like Abilities (CL 8th; concentration + 12)
3/day—spike growth (DC 17), spike stones (DC 18)
Str 36, Dex 15, Con 29, Int 16, Wis 22, Cha 19
Base Atk + 8; CMB + 25 (+ 29 grapple); CMD 38
Feats Combat Reflexes, Dodge, Power Attack (M), Vital Strike (M)
Mythic Feats: Power Attack, Vital Strike
Skills Appraise + 12, Bluff + 13, Fly + 7, Intimidate + 13, Knowledge (engineering) + 12, Knowledge (nature) + 12, Perception + 17, Sense Motive + 17, Stealth + 1
Languages Common, Draconic
Breath Weapon (Ex) Once every 1d4 rounds as a standard action, a spine dragon can emit a devastating shriek of powerful sonic energy in a 60-foot cone. Creatures caught in this cone take 10d6 sonic damage and are permanently deafened. A DC 23 Reflex save halves the damage and negates the deafness. This sonic damage is particularly devastating to constructs—they take a –4 penalty to save against its effects, and if they fail the save, they are staggered for 1d4 rounds as well. The save DC is Constitution-based.
Integrated Mouth Lasers (Ex) CT 3809 has two laser cannons on each side of its mouth. It can use those to make an attack against a grabbed foe with a + 10 attack bonus.
Ray Deflection (Su) A spine dragon’s scales deflect rays and magic missile spells, rendering the spine dragon immune to such effects. There’s a 30% chance a deflected effect reflects back in full force at the caster; otherwise, it is simply negated.
Spines (Ex) A spine dragon’s body is covered with long, crystalline spines. It can fire up to four of these spines per round as a full-attack action (or one as a standard action). A creature that attacks a spine dragon with a melee weapon, unarmed strike, or natural weapon must make a DC 16 Reflex save or take 2d8+11 points of piercing damage from the spines. The save DC is Dexterity-based.
Dual Initiative (Ex): The monster gets two turns each round, one on its initiative count and another on its initiative count – 20
Fortification (Ex): The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.
Mythic Power (Su): The mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, it can expend a number of uses of mythic power equal to its mythic rank.
Second Save (Ex): Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it’s still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw. If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.