Sunscale Serpent
Level 14Attacks
Abilities
Frequency once per day
Effect The spirit guide spends 10 minutes to form a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 28, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a ne
Requirements The sunscale serpent is currently Bonded with a Mortal
Effect The sunscale serpent makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.
The sunscale serpent Flies up to its fly Speed. All creatures directly below the spaces it moves through must succeed at a DC 31 fortitude save or be exposed to sun's touch poison. The serpent cannot fly further than 60 feet above the target or the poison becomes too dispersed in the fall to take effect.
Saving Throw DC 34 fortitude
Maximum Duration 6 rounds
Stage 1 6d8 poison damage and Clumsy 1 (1 round)
Stage 2 8d6 poison damage and Clumsy 2 (1 round)
Stage 3 6d10 poison damage and Fatigued (1 round)
Large, (2d10+9)[force,(2d10)[fire]], Rupture 32
Requirements The sunscale serpent is flying
Effect The sunscale serpent Flies up to its fly Speed, then crashes to the ground, releasing a wave of heat dealing 5d10 fire damage to all creatures within a 60-foot area and searing their eyes with the erupting glory of its scales. Each creature in the area must attempt a DC 31 reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is Dazzled for 1