An ancient dragon dwelling in the Dimensional Rift. It often rains devastation on those who would destroy it, causing even gods to fear its strength.
Shinryu (CR 25)
CE Colossal Dragon (Super Boss)
Init +12; Senses Dragon senses 240 ft.; Perception +51
AC 50, touch 10; flat-footed 42 (-8 size, +8 dex, +40 natural)
hp 1837  (35d12+385); fast healing 25
Fort +29, Ref +27, Will +31
Absorb Holy; DR 20/-;
Immune Ability Damage, Ability Drain, Aging, Charm, Confuse, Death, Doom, Dragon traits, Fear, Level Damage, Level Drain, Mini, Paralysis, Petrify, Sleep, Stop, Toad, Zombie;
Resist Wind 40, Earth 40, Ice 40, Fire 40, Lightning 40, Dark 40; SR 40
Speed 60 ft., Fly 250 ft. (Clumsy)
Melee Bite +46 (4d8+29/19-20), 2 Claws +46 (3d8+19/19-20), 2 Wings +41 (3d6+9/19-20), Tail Slap +41 (4d8+29)
Space 30 ft.; Reach 20 ft. (30 ft. with Bite)
Special Abilities Bewitching Gaze, Level 2 Old, Maelstrom, Mighty Guard III, Roulette, Zombie Breath
Special Attacks Atomic Ray, Breath Weapon “Tidal Wave” (70-ft. Cone, 24d10 water damage, Reflex DC 37 half, usuable every 1d4 rounds), Critical Attack, Crush (large creatures, DC 37, 4d8+29), Gigavolt, Ice Storm, Level 4 Flare, Poison Gas, Tail Sweep (medium creatures, DC 37, 4d6+29)
Burst Mode Dragon Lord, Empowered Tidal Wave
Str 48, Dex 26, Con 30, Int 20, Wis 34, Cha 26
Base Atk +35; CMB +62; CMD 80 (84 vs Trip)
Feats All-Consuming Swing, Cleave, Critical Focus, Combat Reflexes, Devastating Strike, Great Cleave, Flyby Attack, Hover, Improved Critical (Bite, Claw, Wing), Improved Initiative, Power Attack, Staggering Critical, Stunning Critical, Toughness, Vital Strike, Wingover
Skills Appraise +44, Bluff +47, Climb +58, Fly +31, Intimidate +47, Knowledge (Arcana, Local, Planes, Religion) +44, Perception +51, Sense Motive +51
SQ Does not Breathe, Does not Sleep
Languages Common, Draconic, and 5 others
SPECIAL ABILITIES [Phase I]
Dragon Lord (Su)
Once below 50% health (1207), This Burst Mode lets Shinryu embrace his inner dragon, becoming a force of reckoning. For a number of rounds equal to 1 + 1 round for every four HD, Shinryu gains 20 resist all, fast heal is increase to 35 per round, and hasteja. Shinryu has a 30% to counterattack with one of his claws per melee attack. This limit break requires only a swift action to activate.
Atomic Ray (Su)
Once every 1d3+1 rounds as a standard action, Shinryu out beams of bright red lights up to five targets within 120 foot range. This is considered a ray effect and if it hits (+35 touch), it deals 15d6 points of fire damage. It also reduced the targets fire resistance by 10 for 1d4+1 rounds but with a successful Fortitude save (DC 32) can reduce the damage by half and negate the reduce fire resistance.
During Phase II, each ray reduces fire resistance by 20 for 2d4+1 rounds.
Bewitching Gaze (Su)
Once every 1d2+1 rounds as a standard action, the overwhelming gaze of the Shinryu’s massive eye to inflict status effects. The target of this spell must make a successful Fortitude save (DC 35) for each status effect or be inflicted with (in order) Blind, Silence, Immobilize, Disable, and Petrify for 2d4 rounds each. Blue mages may learn this ability as a 6th-level spell (Knowledge: Arcana DC 27).
Critical Attack (Ex)
Shinryu can inflict more pain than normal. If he succeed at hitting with his bite attack, the damage is 4d8+29 x 1.5 for total damage.
Once every 1d3+1 rounds as a standard action, Shinryu 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 32). A blue mage may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).
During Phase II, this ability reduces lightning resistance by 10 for 2d4+1 rounds plus the radius is increased to 90-ft.
Ice Storm (Su)
Once every 1d4+1 rounds as a standard action, Shinryu can create a shredding flurry of icy slivers hitting all creatures within the 90-ft. radius. Creatures in the area of effect take 18d6 points of ice damage are inflicted with Frozen status for 3d4 rounds, a successive Reflex save (DC 35) for half damage and negates status effect.
During Phase II, this ability inflicts Slow status effect for 2d4 rounds with a successful Will save (DC 35) to negate it.
Level 2 Old (Su)
Once every 1d2+1 rounds as a standard action, Shinryu withers the fragment of time at all enemies within a 30 ft. radius from himself. All creatures with a total HD that is a multiple of 2 must make a Fortitude save (DC 35) or age by 5d4 years in the blink of an eye. Blue mages may learn this ability as a 7th-level spell (Knowledge: Arcana DC 29).
Level 4 Flare (Su)
Once every 1d2+1 rounds as a standard action, Shinryu 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).
During Phase II, increase damage to 16d8 points of fire damage and burning status effect to 2d4 rounds.
Once every 1d4+1 rounds as a full-round action, while the driving gale ability is in effect, Shinryu 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 35) 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).
Mighty Guard III (Su)
Shinryu can create a magical barrier around itself and its nearby allies, granting Protect III and Shell III that lasts 35 rounds. Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).
During Phase II, increases the benefits to Protect IV and Shell IV.
Poison Gas (Su)
As a standard action, Shinryu 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, Fortitude save (DC 35) to negate the status effects and halves the damage. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
During Phase II, increase radius to 60-ft. and damage to 14d6 points of non-elemental damage.
Once every 1d4+1 rounds as a standard action, Shinryu summons a hand of death that cycles through your allies, yourself, and your foes alike. Choose a creature within 60 feet at random, that creature dies. This spell cannot be reflected back at the caster. Everyone’s numbers must be decided before you make the roll. Roll a die based on the size of the group within the radius and if it happens on fall upon their number, that target dies. If the number happens to be in between two picked numbers, flip a coin to determines who dies. Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33). Shinryu is immune to this effect.
Zombie Breath (Su)
Once every 1d2+1 rounds as a standard action, Shinryu can breathe out a nasty foul breath in a 30-ft.-cone. Creatures within the area of effect must make a Fortitude save (DC 35) or be inflicted with Zombie. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana DC 29).
During Phase II, increase radius to 60-ft. and does 10d6 points of non-elemental damage.
SPECIAL ABILITIES [Phase II]
Empowered Tidal Wave (Su) [Begins Phase II]
Once under 50% hp (1207) as a standard action, Shinryu summons a 120 ft. long massive wave, dealing 30d10 points of water damage must make a successful Reflex Save (DC 35) for half damage.