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Kaiser Dragon (Dragon's Den)Humans and your insatiable greed… Your lust for power leads always to a lust for blood… This place is a sanctuary for wayward souls… What business have you filthy creatures here? You slaughter my brethren, and befoul their rest with the profanity of your continued existence… You should not have come here. In the name of all dragonkind, I shall grant you the death you desire. I am the dealer of destruction… I am the font from which fear springs… I am Kaiser… And your time is at an end.

Kaiser Dragon [Dragon’s Den] (CR 25)

XP 1,638,400
NE Colossal Dragon (Elemental, Super Boss)
Init +15; Senses Dragon senses 120 ft., true seeing; Perception +42

DEFENSE

AC 40, touch 13, flat-footed 31 (+25 natural, +11 dex, -8 size)
hp 1855 [2240] (35d12+700)
mp 348
Fort +34, Ref +30, Will +32
Absorb Barrier Shift; DR 20/Epic;
Immune Ability Drain, Blind, Charmed, Confuse, Cowering, Death, Diseased, Doom, Energy Drain, Entangled, Exhausted, Fatigued, Fear, Frightened, Frog, Immobilized, Imperil, Mini, Nauseated, Panicked, Paralysis, Petrification/Statue, Shaken, Silence, Sleep, Slow, Staggered, Stop, Stunned, Zombie;
SR 40;
Weakness Barrier Shift

OFFENSE

Speed 70 ft., fly 280 ft. (clumsy)
Melee Bite +46 (6d6+28), 2 claws +46 (4d6+19), 2 wings +44 (3d6+9), tail slap +44 (4d8+19)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Abilities Barrier Shift (See below)
Special Attacks Breath Weapon (70-ft. cone, 24d10 barrier shift damage, Reflex DC 42 half, usable every 1d4 rounds), Crush (large creatures, DC 42, 4d8+19), Tail Sweep (medium creatures, DC 42, 4d6+19), Barrier Shift (See Below)
Burst Mode Barrier Shift (See Below)

STATISTICS

Str 48, Dex 32, Con 40, Int 30, Wis 36, Cha 30
Base Atk +35; CMB +62; CMD 83 (87 vs. trip)
Feats Ability Focus (depends on form, check * below), All-Consuming Swing, Awesome Blow, Awesome Charge, Bull Rush Strike, Cleave, Cleaving Finish, Combat Casting, Devastating Strike, Great Cleave, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Maximize Spell, Multiattack, Power Attack, Vital Strike
Skills Acrobatics +36, Appraise +39, Bluff +42, Diplomacy +42, Intimidate +42, Knowledge (arcana, history, nature) +39, Perception +42, Spellcraft +39, Stealth +47, Survival +42, Use Magic Device +39
Languages Aquan, Auran, Auroran, Common, Draconic, Enochian, Ignan, Necril, Terran, Thorian, Umbran

SPECIAL ABILITIES

Barrier Shift (Ex) [At the start of each form]

Kaiser Dragon change his effects below at the start of the fight by rolling 1d10 but cannot use any of the previous forms from before, if this happens to be a 10 or any form number that was used before just reroll:

Table: Barrier Shift 2

DiceAbsorbWeaknessStrongColor Glow
1EarthWindLightningBrown
2FireWaterIceRed
3HolyShadow-White
4IceFireWindTeal
5LightningEarthWaterYellow
6Non-elemental--Gray
7ShadowHoly-Black
8WaterLightningFireBlue
9WindIceEarthGreen

Once Kaiser Dragon has been defeated, he changes forms up to five times which the 5th form is always considered the last form below. He gains all of his HP and MP back. Once he is has been beaten in his last form the fight is over.

His breath weapon changes to the element absorb and so do his abilities that are listed below:

Earth Form

Beatdown (Ex)

Whenever struck by a melee attack as a counter attack, the Kaiser Dragon will return one claw strike at 6d6+38 points of damage.

Earthern Rage (Su)

Once below 50% health (1120), This Burst Mode lets Kaiser Dragon lose control of himself, going into a complete rage. For a number of rounds equal to 1 + 1 round for every four HD, Kaiser Dragon goes into a rage gaining a +2 bonus on melee attack rolls, melee damage rolls, and Will saving throws but takes a –2 penalty to his Armor Class. He also gains 140 temporary hit points. These temporary hit points are lost first when a character takes damage. While in a rage, he cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). He also gains 1d6 points of earth damage to all his melee attacks. This limit break requires only a swift action to activate.

Last Breath (Ex)

Once every 1d2+1 rounds as a swift action, Kaiser Dragon will swing with all his might with his claw attacks at +46, he will do 8d6+38 points of slashing/bludgeoning damage.

Magnitude 8 (Su)*

Once every 1d3+1 rounds as a standard action, Kaiser Dragon can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make a successful Reflex save (DC 42) to reduce the damage by half and negate the status effect.

Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).

Quake II (Sp)

As a standard action, Kaiser Dragon casts Quake II as the 8th level black mage spell (DC 31). This is a spell-like ability and consumes 8 MP. The save DC is wisdom-based.

Stonega (Sp)

As a standard action, Kaiser Dragon casts Stonega as the 5th level black mage spell (DC 28). This is a spell-like ability and consumes 5 MP. The save DC is wisdom-based.

50 Gs (Su)

As a swift action, Kaiser Dragon applies pressure to all those around himself within a 200-ft.-radius. Anyone within the area of effect gets their float and fly effects dispelled immediately, no save.

Fire Form

Counter Southern Cross (Su)*

Once per round, whenever stuck by a physical/magical attack, Kaiser Dragon will summon a 30 ft.-radius firestorm on a selected target within 60 ft. away, completely burning their foes.

Enemies within the radius take 15d8 points of fire damage (reflex for half) [DC 42], and then must make a secondary save or be inflicted with the burning status, taking 1d12 fire damage per round. If a target fails the save against the burning effect they may make a save on the following rounds until they succeed to remove the status.

Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).

Firaga (Sp)

As a standard action, Kaiser Dragon casts Firaga as the 5th level black mage spell (DC 28). This is a spell-like ability and consumes 5 MP. The save DC is wisdom-based.

Flare Star (Su)

Once every 1d4+1 rounds as a standard action, with a great flash of searing light, Kaiser Dragon reduces his opponents to ash. All enemies within a 20 ft. radius of him take 15d10 fire damage, with a Reflex save (DC 40) for half damage. Those who fail the saving throw are prompted to make a Fortitude save (DC 40) or be brought to -1 hit points and left dying.

Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Life Force (Su)

Once below 50% health (1120), This Burst Mode lets Kaiser Dragon burst with a fiery form, making it more difficult to hurt him and empowers him. For a number of rounds equal to 1 + 1 round for every four HD, Kaiser Dragon gains damage reduction by 50% vs magical/physical attacks, gains a fire aura of 120-ft.-radius doing 2d6 points of fire damage per round and hasteja. This limit break requires only a swift action to activate.

Level 4 Flare (Su)

Once every 1d2+1 rounds as a standard action, Kaiser Dragon releases bolts of fire streaks towards all his enemies within a 30 ft. radius of him, exploding into intense flames inflicting to all creatures with a total HD that is a multiple of 4 dealing 14d8 points of fire damage and inflicting the burning status effect for 1d4 rounds.

Blue mages may learn this ability as a 7th-level spell (Knowledge: Arcana DC 29).

Meltdown (Sp)

As a standard action, Kaiser Dragon casts Meltdown as the 6th level black mage spell (DC 27). This is a spell-like ability and consumes 6 MP. The save DC is wisdom-based.

Flare II (Sp)

As a standard action, Kaiser Dragon casts Flare II as the 8th level black mage spell (DC 31). This is a spell-like ability and consumes 8 MP. The save DC is wisdom-based.

Holy Form

Heavenly Protection (Su)

Once below 50% health (1120), This Burst Mode lets Kaiser Dragon be guided by holy protection, giving him a blessing to fight with holy might. For a number of rounds equal to 1 + 1 round for every four HD, Kaiser Dragon gains a +5 sacred bonus to AC, saves, attack, and damage. He also gains 1d6 points of holy damage to all his melee attacks. This limit break requires only a swift action to activate.

Holy III (Sp)*

As a standard action, Kaiser Dragon casts Holy III as the 8th level white mage spell (DC 33). This is a spell-like ability and consumes 8 MP. The save DC is wisdom-based.

Hyperdrive (Su)

Once per round, Kaiser Dragon can make a bite attack as an immediate action against an opponent who hits him with a melee attack, so long as the attacking creature is within the his reach.

Level ? Holy (Su)

As a standard action, Kaiser Dragon releases beams of holy energy blasts towards all his enemies within a 30 ft. radius of him, exploding into intense light inflicting to all creatures with a total HD that is prime number dealing 20d8 points of holy damage and inflicting the dazzled status effect for 2d4 rounds.

Blue mages may learn this ability as a 6th-level spell (Knowledge: Arcana DC 27).

Mighty Guard III (Su)

Once every 1d4+1 rounds as a standard action, Kaiser Dragon can create a magical barrier around itself and its nearby allies, granting Protect III and Shell III that lasts 9 rounds.

Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Radiance II (Sp)

As a standard action, Kaiser Dragon casts Radiance II as the 8th level white mage spell (DC 31). This is a spell-like ability and consumes 8 MP. The save DC is wisdom-based.

Reflectga (Sp)

As a standard action, Kaiser Dragon casts Reflectga as the 9th level white mage spell (DC 32). This is a spell-like ability and consumes 9 MP. The save DC is wisdom-based. He tends to cast this on his enemies.

Ice Form

Absolute Zero (Su)*

Once every 1d4+1 rounds as a standard action, Kaiser Dragon takes a deep breath and releases it in a sigh, and as he does so, the very air itself around him begins to freeze. For 1 minute, all creatures who come within a 30 ft. radius of Kaiser Dragon take 30 ice damage that ignores immunity and resistance, and must make a Fortitude save (DC 42) or be Frozen for 1 minute. Creatures who are already Frozen when taking damage from this aura have the duration of the effect, if any, refreshed.

Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Blizzaga (Sp)

As a standard action, Kaiser Dragon casts Blizzaga as the 5th level black mage spell (DC 28). This is a spell-like ability and consumes 5 MP. The save DC is wisdom-based.

Counter Ice Block (Su)

Three times per round, whenever stuck by a physical/magical attack, the Kaiser Dragon creating an ice encasing around the victims feet in solid ice 35 inch thick within 105 ft. The target of this spell receives the Immobilize status effect and takes 3d6 points of ice damage, if the victim makes the save (Fort DC 40) they take half damage and resist the immobilize status effect. The victim is unable to move for the duration of the spell, until cured, removed with fire, or by smashing through it.

The ice has hardness 0 and 105 hit points; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 45) or Escape Artist skill check (DC 50).

Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).

Frostbite (Su)

Once below 50% health (1120), This Burst Mode lets Kaiser Dragon freeze the surround area around him, making it more difficult to hurt him and empowers him. For a number of rounds equal to 1 + 1 round for every four HD, Kaiser Dragon gains 1d8 points of ice damage per melee attack, gains an icy aura of 120-ft.-radius doing 2d6 points of ice damage per round makes the surround area difficult terrian, and every physical attack inflicts frozen for 1d4 rounds (Fort DC 40). This limit break requires only a swift action to activate.

Hailstorm (Su)

With a range of 100 feet and a 20-ft.-radius spread, Kaiser Dragon summons a hailstorm for 8 rounds, dealing 3d6 bludgeoning damage and 2d6 ice damage every turn. A successful Reflex save DC 40 halves the damage on each instance of damage. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).

Northern Cross (Su)

Once every 1d4 rounds as a standard, the Kaiser Dragon will summon a 30 ft.-radius blizzard in a select area completely freezing all those who fail their Fortitude save (DC 40). Every target can be trapped in solid ice 35 inches thick. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 35 points of ice damage each round it is helpless or entangled in the ice.

The ice has hardness 0 and 105 hit points; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 45) or Escape Artist skill check (DC 50).

Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).

Snowstorm (Su)

As a standard action, the Kaiser Dragon can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line. Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4 rounds, a successive Reflex save (DC 40) for half damage and negates status effect.

Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).

Lightning Form

Burst II (Sp)

As a standard action, Kaiser Dragon casts Burst II as the 8th level black mage spell (DC 31). This is a spell-like ability and consumes 8 MP. The save DC is wisdom-based.

Counter Wave Cannon (Su)*

Once per round, whenever stuck by a physical/magical attack, Kaiser Dragon screams out a bitter invective, his voice followed by a tempest of crackling electricity. All enemies within a 60 ft. cone suffer 20d8 lightning damage, with a Reflex save (DC 42) for half damage, and inflicts the Static status effect for 1 minute, no save.

Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Gigavolt (Su)

Once every 1d3+1 rounds as a standard action, Kaiser Dragon can charges up and shoots out a charged bolt towards its target or a 60-ft. radius of lightning centered shock wave from its self. The single target shot does 15d10 points of lightning damage or the radius blast does 10d10 points of lightning damage per target, a Reflex save for half damage (DC 40).

A blue mage may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).

Plasma (Su)

Once every 1d2+1 rounds as as standard action, Kaiser Dragon shoots out a charged beam towards one single target within 120 ft.-range. doing 15d10 points of plasma (half lightning/fire) damage.

Runic Guard (Su)

Once below 50% health (1120), This Burst Mode lets Kaiser Dragon guard against most magic spells, making it impossible to hurt him with magic. For a number of rounds equal to 1 + 1 round for every four HD, Kaiser Dragon gains a permanent Runic effect absorbing all spells within 240-ft.-range of him and increases his Spell resistance to 42. This however doesn’t effect SU abilities and summoner spells. This limit break requires only a swift action to activate.

Thundaga (Sp)

As a standard action, Kaiser Dragon casts Thundaga as the 5th level black mage spell (DC 28). This is a spell-like ability and consumes 5 MP. The save DC is wisdom-based.

Thunderspark (Su)

As a standard action, Kaiser Dragon can cause an electronic distortion, causing nearby creatures to be paralyzed. Creatures within a 30-ft.-radius take 10d6 points of lightning damage and are paralyzed for 1d6 rounds. A successful Reflex save (DC 40) halves the damage and negates the paralysis status effect.

Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).

non-elemental Form

Ardor (Sp)

As a standard action, Kaiser Dragon casts Ardor as the 9th level black mage spell (DC 32). This is a spell-like ability and consumes 9 MP. The save DC is wisdom-based.

Beatdown (Ex)

Whenever struck by a melee attack as a counter attack, the Kaiser Dragon will return one claw strike at 6d6+38 points of damage.

Metal Cutter (Su)

Once every 1d3+1 rounds as a swift action, Kaiser Dragon can briefly make his attacks pierce through the toughest of defenses. Until the beginning of his next turn, all of his attacks target his opponents’ touch AC, and ignore all damage reduction and hardness. Any successful attacks also count as a free sunder attempt that does not provoke attacks of opportunity.

Once below 50% hp (1120), This Burst Mode lets Kaiser Dragon phase in and out of reality, making it difficult to hit him. For a number of rounds equal to 1 + 1 round for every four HD, Kaiser Dragon gain the incorporeal sub type, and increasing his Charisma by 6. This limit break requires only a swift action to activate.

Shockwave (Su)

Kaiser Dragon can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect for 1d6 rounds, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 40) reduces damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Trine (Su)*

Kaiser Dragon drops down a clearish-yellow pyramid upon his foes within a 45-ft.-triangle. All enemies within the area of effect take 15d8 points of lightning damage and are inflicted with Silence and Blind status effects for 15 rounds unless they make a Reflex save (DC 34) to negate the status effects and half the damage.

Blue mage may learn this ability as a 7th level spell (Knowledge: Planes DC 29).

Ultima (Sp)

As a standard action, Kaiser Dragon casts Ultima as the 9th level black mage spell (DC 32). This is a spell-like ability and consumes 9 MP. The save DC is wisdom-based.

Shadow Form

Ashen Blight (Su)

As a standard action Kaiser Dragon creates ash to erupt around it’s foes. All enemies within 30 feet of the bathin suffer the effects of Blindga.

Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).

Cloudy Heaven (Su)

Once every 1d4+1 as a standard action, Kaiser Dragon can bring forth a veil of darkness with a smattering of silver orbs that glow like stars. All creatures within a 60 foot radius who die or are already dead are brought back to life at full health upon death, with the Berserk and Zombie status effects; if the creature is immune to any of these, then they simply stay dead. Also, all creatures within the radius must make a Fortitude save (DC 40) or be inflicted with the Doom status (1d4+1 rounds).

Blue Mages can learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Counter-Bio (Su)

Whenever struck by a magical or physical attack as a counter attack, the Kaiser Dragon will return Bioja at that target as the 9th level black mage spell (DC 32). This is consumes 9 MP.

Crypt Dust (Su)

As a standard action, Kaiser Dragon throws dust upon it’s foe within 15 feet away to inflict zombie status effect for 12 rounds. A Kaiser Dragon must make a range touch attack (+28), if successful, the opponent must make a Fortitude save (DC 40) to negate the zombie affect.

Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).

Doom (Sp)

As a standard action, Kaiser Dragon casts Doom as the 8th level black mage spell (DC 31). This is a spell-like ability and consumes 8 MP. The save DC is wisdom-based.

Disaster (Su)*

Once every 1d2+1 rounds as a standard action, Kaiser Dragon sites ancient text and symbols that effect all those within a 30-ft.-radius from him. All creatures caught in the area of effect are affected by the following status effects for 1d6 rounds each: Blind (Fort save DC 42), Confuse (Will save DC 42), Doom (Fort save DC 42), Float, Frog (Fort save DC 42), and Silence (Fort save DC 42) to negate them.

Deathly Presence (Su)

Once below 50% hp (1120), This Burst Mode lets Kaiser Dragon appears more menacing and frightful. For a number of rounds equal to 1 + 1 round for every four HD, Kaiser Dragon gain 1d6 points of shadow damage to all his melee attacks, all his spells have a +2 spell DC and cost 1 MP . This limit break requires only a swift action to activate.

Nightmarish Slumber (Su)

As a standard action, Kaiser Dragon puts all creatures in a 20-ft.-radius area into a nightmare. Creatures within the area of effect must make a Will save (DC 40) or be inflicted with sleep status effect and lowers their attack rolls by 1d6 for 1d6 rounds.

Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Poison Gas (Su)

As a standard action, Kaiser Dragon can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds. A successful Fortitude save (DC 40) negates the status effect and reduces the damage by half.

Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).

Water Form

Acid Rain (Su)

Once every 1d4+1 rounds as a standard action, Kaiser Dragon downpours acid rain upon his enemies. All creatures within the 20-ft.-radius around the target receive Deprotectra III and Deshellra III for 10 rounds unless they make a Will save (DC 40) to negate it.

Blue mage may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Aqualung (Su)

Kaiser Dragon can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status (Fort save DC 18 to reduce damage by half and negate the Silence status effect) for 1d6 rounds.

Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Big Wave (Su)

Once every 1d2+1 rounds as a standard action, Kaiser Dragon can unleash a burst of water. All creatures in a 50 ft. line that is 25 feet wide take 15d6 points of water damage and are knocked prone. A DC 40 Reflex save halves the damage and prevents those affected from being knocked prone. Those who fail the Reflex save must also make a DC 40 Fortitude save or begin drowning (they are knocked unconscious, are taken to -1 hit points on the following round, and one round after that, die). The drowning may be prevented by making a Heal check (DC 40) as a full-round action, or casting a spell or using an item upon the victim that lets them breathe underwater.

Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana DC 29).

Flash Rain (Su)*

Once every 1d3+1 rounds as a standard action, Kaiser Dragon causes a shower of icy cold rain in a flash, hitting all those in a 30-ft.-cone. Those in the area of effect take 10d6 ice and 10d6 water damage, a successful Reflex (DC 42) for half damage.

Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana DC 31).

Flood II (Sp)

As a standard action, Kaiser Dragon casts Flood II as the 8th level black mage spell (DC 31). This is a spell-like ability and consumes 8 MP. The save DC is wisdom-based.

Reflective (Su)

Once below 50% health (1120), This Burst Mode lets Kaiser Dragon guard against some attacks and magic spells, making it reflect back part of the damage taken. For a number of rounds equal to 1 + 1 round for every four HD, Kaiser Dragon gains a reflective ability, Whenever he takes any form of damage, he returns 25% of the total damage back to that target. This limit break requires only a swift action to activate.

Waterga (Sp)

As a standard action, Kaiser Dragon casts Waterga as the 5th level black mage spell (DC 28). This is a spell-like ability and consumes 5 MP. The save DC is wisdom-based.

Wind Form

Aeroga (Sp)

As a standard action, Kaiser Dragon casts Aeroaga as the 5th level black mage spell (DC 28). This is a spell-like ability and consumes 5 MP. The save DC is wisdom-based.

Counter-Wind Slash (Su)*

Once per round, whenever stuck by a physical/magical attack, Kaiser Dragon uses its wings to cause the wind to slice all those in a 60-ft.-cone. Creatures within the area of effect take 15d6 points of wind damage, Reflex save (DC 42) for half damage.

Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana DC 31).

Downburst (Su)

Once every 1d2+1 as a swift action, Kaiser Dragon thrusts forward a burst of wind, causing creatures to be knocked backwards. Creatures within a 30-ft.-cone take 12d6 points of wind damage and are pushed back up to 30 feet away from Kaiser Dragon. A successful Reflex save (DC 40) halves the damage and negates the knock back.

Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana DC 29).

Maelstrom (Su)

Once every 1d4+1 rounds as a full-round action, Kaiser Dragon can unleash a black, draining wind upon his enemies. All enemies in a 20 ft. radius burst, with a range of 30 feet, must make a Fortitude save (DC 40) or be reduced to a number of hit points equal to their HD. Those who are already at such a level of hit points or lower are reduced to 1 hit point instead. A successful saving throw reduces the enemy’s current hit points by one quarter instead.

Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Misty Advantage (Su)

Once below 50% health (1120), This Burst Mode lets Kaiser Dragon’s misty form release, making it more difficult to hit him and empowers him. For a number of rounds equal to 1 + 1 round for every four HD, Storm Dragon gains 40% concealment vs magical/physical attacks, +5 to dodge AC, and haste. This limit break requires only a swift action to activate.

Tornado II (Sp)

As a standard action, Kaiser Dragon casts Tornado II as the 8th level black mage spell (DC 31). This is a spell-like ability and consumes 8 MP. The save DC is wisdom-based.

Wind Shear (Su)

Once every 1d3+1 rounds, gathering the very air itself into knifing blades, Kaiser Dragon then hurls them in the direction of his victims. As a standard action, Kaiser Dragon can make a series of four ranged touch attacks within 100 feet, all of which deal 5d8 points of wind damage and 1d6 bleed damage that stacks with other sources of bleed damage. A successful Fortitude save (DC 40) negates the bleed damage.

Blue mages may learn this ability as an 8th-level spell (Knowledge: Arcana DC 31).

Last form (Fifth Fight)

Absolute Zero (Su)

Once every 1d4+1 rounds as a standard action, Kaiser Dragon takes a deep breath and releases it in a sigh, and as he does so, the very air itself around him begins to freeze. For 1 minute, all creatures who come within a 30 ft. radius of Kaiser Dragon take 30 ice damage that ignores immunity and resistance, and must make a Fortitude save (DC 40) or be Frozen for 1 minute. Creatures who are already Frozen when taking damage from this aura have the duration of the effect, if any, refreshed.

Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Emperor’s Will (Su)

Once below 50% hp (1120), This Burst Mode lets Kaiser Dragon become one with his previous forms. For a number of rounds equal to 1 + 1 round for every four HD, Kaiser Dragon gains the bonus from two of his previous form’s Burst Modes and they change every round as an immediate action after the activation. This limit break requires only a swift action to activate.

Flash Rain (Su)

Once every 1d3+1 rounds as a standard action, Kaiser Dragon causes a shower of icy cold rain in a flash, hitting all those in a 30-ft.-cone. Those in the area of effect take 10d6 ice and 10d6 water damage, a successful Reflex (DC 40) for half damage.

Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana DC 31).

Heartless Angel (Su)*

Once every 1d3+1 rounds as a standard action, Kaiser Dragon drops down a small sparkle of red light towards his target. Kaiser Dragon must make a ranged touch attack (+28), if it hits, the targets current HP is reduced to 1 unless they also make a Fortitude save (DC 42) to negate this effect.

Blue mage may learn this ability as a 8th level spell (Knowledge: Arcana DC 31).

Hyperdrive (Su)

Once per round, Kaiser Dragon can make a slam attack as an immediate action against an opponent who hits him with a melee attack, so long as the attacking creature is within the his reach.

Last Breath (Ex)

Once every 1d2+1 rounds as a swift action, Kaiser Dragon will swing with all his might with his claw attacks at +46, he will do 8d6+38 points of slashing/bludgeoning damage.

Magi (Sp)

As a standard action, Kaiser Dragon casts Magi as the 9th level black mage spell (DC 32). This is a spell-like ability and consumes 9 MP. The save DC is wisdom-based.

Magnitude 8 (Su)

Once every 1d3+1 rounds as a standard action, Kaiser Dragon can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make a successful Reflex save (DC 40) to reduce the damage by half and negate the status effect.

Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).

Meltdown (Su)

As a standard action, Kaiser Dragon casts Meltdown as the 6th level black mage spell (DC 27). This is a spell-like ability and consumes 6 MP. The save DC is wisdom-based.

Mind Blast (Su)

Kaiser Dragon is able to project a 60 foot of psychic static towards a single target. The target is stunned for 1d6 rounds and takes 8d6 points of non-elemental damage. A successful Will save (DC 40) reduces the damage by half and negates the status effect. This ability is used as a standard action is considered a mind-affecting effect.

Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).

Wind Slash (Su)

Once per round rounds as a standard action the Kaiser Dragon uses its wings to cause the wind to slice all those in a 60-ft.-cone. Creatures within the area of effect take 15d6 points of wind damage, Reflex save (DC 40) for half damage.

Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana DC 31).

Ultima (Sp)

As a standard action, Kaiser Dragon casts Ultima as the 9th level black mage spell (DC 32). This is a spell-like ability and consumes 9 MP. The save DC is wisdom-based.