The most well-known dragon in all of existence, as well as the most prominent of deities, Bahamut is known by all either in fear or admiration. Many dragons worship Bahamut as the first dragon, or as their creator, while most Astrals, Eidolons and Avatars refer to him as their Father and/or King. Royalty who are within the religion of Bahamut are normally crowned in his name, with Kings and Queens holding his name within theirs. Bahamut’s power is so great that his visage is even within planes that are not under his domain, alongside alternate universes, taking on variations of his name and design.
Bahamut, the Dreadwyrm (CR 25)
AC 42, touch 16; flat-footed 38 (-8 size, +6 dex, +26 natural, +10 deflect)
hp 1174  (35d12+360); fast healing 15
Fort +29, Ref +25, Will +29
DR 20/-; Immune Paralysis, Sleep, Slow, Death, Doom, Poison, Petrify;
Resist Wind 25, Earth 25, Ice 25, Fire 25, Lightning 25, Holy 10, Dark 10; SR 40
Speed 60 ft., Fly 250 ft. (Clumsy)
Melee Bite +43 (4d8+24/19-20), 2 Claws +43 (3d8+16/19-20), 2 Wings +38 (3d6+6/19-20), Tail Slap +38 (4d8+19)
Space 30 ft.; Reach 20 ft. (30 ft. with Bite)
Special Abilities Charging Stance, Counterstrike Stance, Counter Magic Stance, Magic Eraser, Megaflare Stance
Special Attacks Breath Weapon (70-ft. Cone, 24d10 non-elemental damage, Reflex DC 37 half, usuable every 1d4 rounds), Crush (large creatures, DC 37, 4d8+24), Flare Star, Hunting Dive, Impulse, Megaflare, Pulsar Burst, Tail Sweep (medium creatures, DC 37, 4d6+24), Vicious Bite
Str 42, Dex 22, Con 30, Int 24, Wis 30, Cha 26
Base Atk +35; CMB +59; CMD 65 (69 vs Trip)
Feats All-Consuming Swing, Cleave, Cleaving Finish, Critical Focus, Combat Reflexes, Devastating Strike, Great Cleave, Flyby Attack, Hover, Improved Cleaving Finish, Improved Critical (Bite), Improved Initiative, Power Attack, Staggering Critical, Stunning Critical, Toughness, Vital Strike, Wingover
Skills Appraise +42, Bluff +43, Climb +51, Diplomacy +43, Fly +41, Heal +45, Intimidate +43, Knowledge (Arcana) +42, Knowledge (Planes) +42, Perception +45, Sense Motive +45, Survival +45, Use Magic Device +42
SQ Does not Breathe, Does not Sleep
Languages Common, Draconic, and 6 others
SPECIAL ABILITIES [Stances]
Charging Stance (Ex)
Once every 1d4 rounds, Bahamut begins to draw in some energies within himself for 1 round. He loses his Spell Resistance and lowers his elemental resistances by 10. This increases Impulses damage to 20d6 points of non-elemental damage or increases his breath weapon to 26d10. He can enter this stance as a Free-action at the end of his turn. He cannot have more than one Stance per round active.
During Phase II, this doesn’t lower his elemental resistance however he still loses his spell resistance.
Counter Magic Stance (Ex)
Bahamut smiles and crosses his arms across his chest for 1 round. He loses his SR and Elemental Resistances during this stance. Whenever he is hit by magic in this stance, the attacker takes 1d6 damage per spell level that was cast at Bahamut. He can enter this stance as a Free-action at the end of his turn. He cannot have more than one Stance per round active. This effect increases Impulses damage to 12d6 points of elemental damage and making it a swift-action instead.
During Phase II, he doesn’t lose his SR and elemental resistances during this stance.
Counterstrike Stance (Su)
Bahamut smiles and opens both of his claws as ready to pounce upon his opponent for 1 round. He gains the ability to counter blows when attacked and also loses his deflection AC vs anyone who is not his selective target. During his action, he designates an opponent and once per round, if that opponent attacks him he can immediately make an attack of opportunity. He can select a new opponent on any action. A helpless Bahamut (such as one who is unconscious or paralyzed) does not gain the benefit of this ability, nor can he use this ability when flat-footed. He can enter this stance as a Free-action at the end of his turn. He cannot have more than one Stance per round active.
During Phase II, he can select up to three opponents instead of one.
Megaflare Stance (Ex)
Bahamut becomes in a weaken state after using his megaflare for 1 round. He loses his deflection AC, Spell Resistance, lowers his elemental resistances and DR by 10 for the duration.
SPECIAL ABILITIES [Phase I]
King of Dragons (Su)
Once below 50% health (780), This Burst Mode lets Bahamut shows his dragon prowess, empowering his might. For a number of rounds equal to 1 + 1 round for every four HD, Bahamut gains two extra claw attacks per round, add an additional 1d6 points of non-elemental damage per claw attacks, +5 to deflection AC, and increase his fast healing to 30 per round. This limit break requires only a swift action to activate.
Hunting Dive (Ex)
Once every 1d2+1 rounds as a move action, while Bahamut charges an opponent, he can attempt to bleed their target for 1d6 damage per round for 1d6 rounds. The target can make a successful Fortitude save (DC 37) to negate the status effect.
During Charging Stance, during a charge he can inflict double the damage.
During Magic Stance, during a charge he attempts to sleep his opponent instead of bleeding them.
During Counterstrike Stance, during a charge he attempts to stun his opponent for 1 round instead of bleeding them.
Magic Eraser (Su)
Once every 1d2+1 rounds as a swift action, Bahamut releases a 120 ft.-radius burst of arcane energy that Dispels (CL 36) one magical effect from all.
Can only be used in Counter Magic Stance.
During Phase II, can be used in Counterstrike Stance however it lowers AC by 4 unless they make a Will save (DC 37) for 2d4+1 rounds.
Megaflare (Su) [Begin Phase II]
Once below 50% hp (780) as a standard action, Bahamut breathes intense energy from his jaws, blasting all enemies in a 120-ft.-cone. Enemies within the area of effect take 30d10 points of non-elemental, with a Reflex save (DC 37) for half damage. This effect ignores Evasion. Bahamut enters his Megaflare Stance until his next turn.
Once every 1d2+1 rounds as a swift action, Bahamut releases a blast of energy at his foe. He can make a ranged touch attack (+33), hitting a foe up to 30 feet away. The subject takes 4d6 points of non-elemental damage. Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).
During Phase II, increase the range to 90 feet.
Vicious Bite (Ex)
Once every 1d2+1 rounds as a standard action, Bahamut makes an attack that hits three times with its bite attack with a -5 penalty. Bahamut adds double his Strength bonus to all damage rolls for Vicious Bite.
Can only be used in Counterstrike Stance.
During Phase II, can be used in Counter Magic Stance however his bite attacks do 3d6+20 points of non-elemental damage per bite instead of 4d8+48 slashing/piecing damage.
SPECIAL ABILITIES [Phase II]
Pulsar Burst (Su)
Once below 20% hp (312) as a full-round action, Bahamut soars upward, blasting targets within a wide radius of intense light doing 24d8 points of non-elemental damage in a 120-ft.-line that’s 20 feet wide. All creatures in the area of effect must make a Reflex save (DC 37) to take half damage.
Flare Star (Su)
Once every 1d4+1 rounds as a standard action, with a great flash of searing light, Bahamut reduces his opponents to ash. All enemies within a 20 ft. radius of him take 15d10 fire damage, with a Reflex save (DC 37) for half damage. Those who fail the saving throw are prompted to make a Fortitude save (DC 37) 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).