An enormous serpent flies through the sky, its scales shining with all the colors of the rainbow. Its dragon-like head bears an expression of smug superiority.
Taken from Creature Codex
Wonambi are powerful dragons especially attuned to the natural world. The body of a wonambi glows with a radiance nearly the equal of the sun, and they have strange powers over light. Some sages believe that the prismatic spray spell first arose from these creatures and was given to or stolen by mortal wizards in the distant past.
Many peoples of the dry wastes consider the mighty wonambi to be gods incarnate on earth, and the wonambi do little to dispel such notions. The tribes that pay homage to a wonambi do so with stories, songs and offerings of material goods thrown into watering holes, and those that earn a wonambi’s favor are blessed with clean water, frequent rains and favorable hunting. Wonambi are often demanding taskmasters, however, and may punish those that disappoint them or break their taboos with disease, transformation or death. Some shamans willingly sacrifice themselves to the wonambi to gain greater wisdom or to atone for the crimes of another; such holy men are usually brought back to life by the wonambi in a new form, blessed with wisdom or strength to return to their people.
Few are foolish enough to confront a wonambi in direct combat, and fewer still are those with a chance of victory. Wonambi like to tease their opponents by reshaping the battlefield, throwing up obstacle after obstacle in the hopes of dissuading further violence. If this fails, wonambi are savage combatants, augmenting their already mighty melee abilities with spells and destroying foes with blasts of lightning and their searing breath weapons. A wonambi grows to nearly 80 feet long and weighs 60 tons.
Wonambi CR 21
N Gargantuan dragon
Init +4; Senses blindsense 120 ft., darkvision 60 ft., low-light vision, Perception +36, scent
Aura blinding radiance (100 ft.)
AC 34, touch 12, flat-footed 34(-4 size, +22 natural, +6 deflection)
hp 391 (27d12+216)
Fort +29, Ref +21, Will +29
DR 20/epic; Immune magic sleep and paralysis effects; SR 32
Speed 40 ft., swim 80 ft., fly 120 ft. (good)
Melee bite +37 (4d6+14/19-20 plus grab and prismatic bite), tail slap +32 (2d8+21)
Space 20 ft.; Reach 15 ft.
Special Attacks breath weapon (once every 1d4 rounds, 90 ft. cone, 20d6 damage, Reflex DC 31 half), swallow whole (2d8+14 bludgeoning, AC 23, 39 hp)
Spells CL 19th, concentration +25 (+29 when casting defensively)
9th—antipathy (DC 25), quickened cure critical wounds, summon nature’s ally IX
8th—extended true seeing, finger of death (DC 24), quickened freedom of movement
7th—fire storm (DC 23), greater scrying, heal, quickened protection from energy
6th—find the path, greater dispel magic, quickened soften earth and stone, stone tell, extended wall of thorns
5th—baleful polymorph (DC 21), commune with nature, control winds, death ward, stoneskin
4th—command plants (DC 20), cure serious wounds, extended dominate animal (DC 19), rusting grasp (DC 20), spike stones
3rd—contagion (DC 19), cure moderate wounds, greater magic fang, stone shape, water breathing
2nd—barkskin, bull’s strength, fog cloud, owl’s wisdom, resist energy, spider climb
1st—charm animal (DC 17), cure light wounds,detect snares and pits, faerie fire, pass without trace, speak with animals
0th—detect magic, read magic, resistance, stabilize
Spell-like Abilities CL 20th, concentration +26 (+30 when casting defensively)
At will—control water (DC 20)
3/day—quickened chain lightning (DC 22), rainbow pattern (DC 20)
1/day—control weather, greater reincarnate, mass baleful polymorph (DC 25), prismatic spray (DC 23), scintillating pattern (DC 24)
Str 38, Dex 10, Con 26, Int 15, Wis 22, Cha 22
Base Atk +27; CMB +45; CMD 55
Feats Cleave, Combat Casting, Extend Spell,Flyby Attack, Great Cleave, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Quicken Spell, Quicken Spell-like Ability (chain lightning), Vital Strike
Skills Diplomacy +36,Fly +28, Intimidate +36, Knowledge (arcana) +32, Knowledge (nature) +32, Perception +36, Sense Motive +36, Spellcraft +32, Swim +22
Languages Common, Draconic, Sylvan
SQ powerful tail, radiant grace
Environment warm aquatic and desert
Treasure double standard
Blinding Radiance (Su) A wonambi radiates bright light in a radius of 200 feet and dim light out to an additional 200 feet. Any creature with 10 or fewer Hit Dice within 100 feet of a wonambi that can see it must succeed a DC 29 Fortitude save or become permanently blinded. Creatures with greater than 10 Hit Dice that fail this save become permanently dazzled. This dazzled condition can be removed by any spell or effect that removes blindness. A creature that successfully saves is immune to the blinding radiance of that wonambi for 24 hours. A wonambi can suppress or resume its blinding radiance as a swift action. The save DC is Charisma based.
Breath Weapon (Su) The damage dealt by a wonambi’s breath weapon is treated as a sunbeam spell for the purposes of dealing bonus damage.
Greater Reincarnate (Sp) This effect functions as a reincarnate spell, except that the creature reincarnated only gains one permanent negative level. In addition, the creature gains a +2 inherent bonus to one ability score of the wonambi’s choice. This is the equivalent of a 9th level spell.
Mass Baleful Polymorph (Sp) This effect functions as a baleful polymorph spell, except that it can effect up to 1 creature per caster level, no two of which can be more than 30 feet apart. This is the equivalent of a 9th level spell.
Powerful Tail (Ex) A wonambi deals 1.5 times its Strength bonus with its tail slap.
Prismatic Bite (Su) Creatures bitten by a wonambi are affected as by a prismatic spray spell (reroll all 8s). A DC 29 saving throw halves or negates the effect, as appropriate. The save DC is Charisma based.
Radiant Grace (Su) A wonambi gains a deflection bonus to Armor Class and a resistance bonus to all saving throws equal to its Charisma modifier. These bonuses are included above.
Spells A wonambi casts spells as a 19th level druid, except that it does not require a divine focus.