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(ALIEN DRAGON) CR 12XP 19,200
CE Huge dragon (chaotic) mystic
Init +0; Senses darkvision 60 ft., low-light vision,
blindsense (emotion) 5 ft.,
darkvision 60 ft.; Perception +23
DEFENCE
HP 170
EAC 25; KAC 26 DR 7/law or good
Fort +13; Ref +13; Will +19
Immunities Paralysis, Sleep, Surprise
OFFENCE
Speed 25 ft., fly 60 ft. (average)
Melee claw +20 (2d12+16 S; critical bleed)
Ranged eye rays +22 (2d8+3 C; critical trip)
Space 15 ft.; Reach 15 ft.
Offensive abilities crush
Swack Iron Dragon
Mystic Spells Known (CL 12th; ranged +22)
4th (3/day) - Fear (Level 4) (DC 23), Mind Probe (DC 23)
3rd (6/day) - Bestow Curse (DC 22), Irradiate (DC 22), Psychokinetic Strangulation (DC 22), Suggestion (DC 22)
2nd (at will) - Force Blast (DC 21), Mind Thrust (Level 2) (DC 21)
TACTICS
His many eyes produce his "Mind Thrust" equivalent gaze attack.
STATISTICS
Str +10; Dex +0; Con +5; Int +0; Wis +8; Cha +4
Skills Culture +28, Intimidate +28, Mysticism +28, Sense Motive +23; Diplomacy +10
Languages Aklo, Draconic, Elven, Eoxian, Infernal, Limited telepathy, limited telepathy
Gear none usually, sometimes has stolen equipment or computers.
ECOLOGY
Lives in a lair, like an abandoned shopping mall.
Also serves an ancient dragon named Baxalaxela. Also is valiant and hard-hearted. Also a sharp nose. Also fierce and immoral. Also is searching for an ancient artifact of evil.
MYSTIC ABILITIES
Resolve points 5
Mystic abilities mindlink; and telepathic bond.
Mystic special rules Associated Skills: Diplomacy and Intimidate
Spells: 1st—command, 2nd—hold person, 3rd—suggestion, 4th—confusion, 5th—dominate person, 6th—mass suggestion
Mystic gear Aeon Stones: Pearly White Spindle; Mossy Disk ; Pale Ruby Trillian ; Amber Spindle
SPECIAL ABILITIES
Crush (Ex) When ending a flying or jumping movement, the creature can land on targets that are at least three size categories smaller than itself. Targets are automatically knocked prone, take the listed damage, and are pinned. Each crushed target can attempt to escape the pin normally on its turn, and the pin ends automatically if the crushing creature moves off the target's square. A crushed target does not take damage from the crush more than once, unless the crushing creature moves fully off that creature and then back onto it. Guidelines Use the same damage amount as for the creature's standard melee attack.
Frightful Presence (Ex Or Su) The creature's presence unsettles its foes. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. range of 45 feet. Opponents within the range must succeed at a Will save or be shaken. The duration is 5d6 rounds Once an opponent has been exposed to a creature's frightful presence (whether or not the opponent succeeds at its saving throw), it cannot be affected by the same creature's frightful presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect
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