Sunwyrm Binder 4
CE Large Dragon
blindsight 120 ft., darkvision 60 ft.; Listen +19, Spot +19
brilliant aura (240 ft. radius, DC 23)
Common, Auran, Ignan, Draconic
25, touch 13, flat-footed 21; (-1 size, +4 Dex, +12 natural)
181 (16 HD); DR 20/+2
blindness, paralysis, sleep; mad soul;
15 ft. (3 squares), fly 40 ft. (average)
bite +21 (2d8+6) and 4 claws +19 each (2d6+3)
10 ft./5 ft. (10 ft. with bite)
Hover, Power Attack, brilliant energy
breath weapon, maddening moan 1/5 rounds
Vestige Typically Bound
(EBL 8th; binding check 1d20+10): Dahlver-Nar
(grants Mad Soul, Maddening Moan, Natural Armor, Shield Self)
Str 23, Dex 18, Con 20, Int 12, Wis 18, Cha 26
energy form, pact augmentation (+1 insight bonus on attacks; bonus included), soul binding (1 vestige; up to 2nd level vestiges), suppress sign
Ability Focus (brilliant aura), Hover, Ignore Special Requirements, Multiattack, Power Attack, Practised Spellcaster, Shape Breath
Balance +21, Concentration +17, Hide +15, Jump +8, Listen +19, Move Silently +19, Search +16, Spot +19, Tumble +19
Brilliant Aura (Su)
A sunwyrm constantly emits light, which provides illumination to a range of 240 feet. A sunwyrm takes a -20 penalty on all Hide checks when it cannot overwhelm its brilliance with an equal or brighter light (such as sunlight). Any creature that looking at the dragon must make a Fortitude save (DC 23) each round it continues to look or become blinded for 3d6 minutes.
Brilliant Energy (Su)
At will as a free action, the dragon can transform its front four claws or its teeth into brilliant energy weapons, allowing those attacks to ignore nonliving matter (including constructs and undead).
Breath Weapon (Su)
A sunwyrm breathes a 90-ft. line of burning yellow energy every 1d4 rounds (15d8 damage, Ref DC 21 half). The beam of energy passes through nonliving matter (including constructs and undead) without harming it, but it affects all living creatures in its path. The breath weapon deals purely physical damage and it can be defeated by damage reduction but not by energy resistance.
Energy Form (Su)
As a move action, the dragon can transform its entire body into energy. In this form, it gains the incorporeal subtype (see Monster Manual). A sunwyrm in energy form can use its supernatural abilities, but not its normal attacks. Physical contact with a sunwyrm in energy form does no harm to living creatures. A sunwyrm always moves silently and cannot be heard with Listen checks if it doesnít wish to be while in this form.
Mad Soul (Su)
The dragon gains immunity to Wisdom damage, Wisdom drain, madness, insanity, and confusion effects.
Maddening Moan (Su)
As a standard action, the dragon can emit a frightful moan (a mind-affecting, sonic effect). Every creature within a 30-foot radius spread must succeed on a Will save (DC 22) or be dazed for 1 round. Once this ability has been used, it canít be used again for 5 rounds.
Natural Armor (Su)
The dragon gains an enhancement bonus on natural armor equal to half its Con bonus (bonus included).
Shield Self (Su)
At will as a standard action, the dragon can designate one creature within 80 feet to share the damage it takes. As long as the subject creature remains within range, the dragon takes only half damage from all effects that deal hit point damage, and it takes the rest. The effect ends immediately if the dragon designates another creature or if either the dragon or the subject dies. Any damage dealt to the dragon after the effect ends is no longer split between the dragon and the subject, but damage already split is not reassigned to the dragon. The dragon can affect one creature at a time with this ability. An unwilling target of this ability can attempt a DC 22 Will save to negate the effect.