The first wave is a single fortune dragon.
Fortune Dragon (Adult)
Creature 14
Perception +24; darkvision, scent
Languages Common, Draconic, Dwarven
Skills Acrobatics +27, Arcana +28, Athletics +27, Crafting +28, Diplomacy +24, Thievery +27
Str +7, Dex +7, Con +6, Int +8, Wis +4, Cha +4
AC 36; Fort +24, Ref +27, Will +24; +2 status to all saves vs. arcane
HP 230; Immunities drained, paralyzed, sleep
Aura of Disruption (arcane, aura) 120 feet. The dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 25 temporary Hit Points that last for 1 minute.
Capture Spell R (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 7, counteract modifier +28). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.
Speed 70 feet
Melee A jaws +27 [+22/+17] (magical, reach 15 feet, unarmed) Damage 3d10+13 piercing plus 1d6 force
Melee A claw +27 [+23/+19] (agile, magical, reach 10 feet, unarmed) Damage 1d6 force plus 3d6+13 piercing
Melee A tail +25 [+20/+15] (magical, reach 20 feet) Damage 1d6 force plus 3d10+13 bludgeoning
Arcane Spontaneous Spells DC 36, attack +22; 7th warp mind; 6th chain lightning; 5th slither; 4th unfettered movement; 3rd fireball; 1st force barrage; Cantrips (9th) detect magic, read aura
Disruptive Breath 2 (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 13d6 force damage in a 40-foot cone (DC 36 basic Reflex save). Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.
Draconic Frenzy 2 The dragon makes two claw Strikes and one tail Strike in any order.
Share the Wealth 2 Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered) Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 9d10 bludgeoning damage with a DC 35 basic Reflex save to all creatures in a 40-foot emanation. The dragon's body is then no longer covered in riches.
Treasure Dive 2 Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 33 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked on a critical failure).
The second wave is one spirit binder and two seething spirits.
Spirit Binder
Creature 11
Perception +20; spiritsense
Languages Common, Necril, Shadowtongue
Skills Diplomacy +21, Intimidation +21, Occultism +22
Str +1, Dex +3, Con +3, Int +5, Wis +4, Cha +6
AC 28; Fort +19, Ref +19, Will +24
HP 175
Spiritsense (detection, occult) The spirit binder can sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. Since spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells (such as project image) or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects.
Haunting Spirits (aura, occult, spirit) 30 feet. The spirits bound by a spirit binder swirl around, lashing out at their foes. An enemy that enters or starts its turn in the aura must succeed at a DC 27 Will save or take 3d6 spirit damage and be frightened 1 (double damage and frightened 2 on a critical failure).
Spirit Scrying The spirit binder's scrying spells can target or detect spirits on other planes as though the spirits were in the Universe.
Speed 25 feet
Melee A ghost claw +19 [+14/+9] (finesse, magical, spirit, unarmed) Damage 2d10+6 slashing plus 2d6 spirit
Melee A spirit pitch +19 [+14/+9] (magical, range increment 60 feet, spirit) Damage 2d6 spirit plus 3d6 spirit
Occult Spontaneous Spells DC 31, attack +23; 7th interplanar teleport (to or from the ethereal plane only); 6th dominate, spirit blast; 5th invoke spirits, spiritual guardian, wave of despair; 4th clairvoyance, fly, talking corpse; 3rd clairaudience, ghostly weapon, levitate; 2nd darkness, ghostly carrier, peaceful rest; 1st bane, command, fear; Cantrips (9th) detect magic, figment, telekinetic hand, telekinetic projectile, void warp
Succumb to the Void 1 (concentrate, occult, void) The spirit binder taps into the more nefarious spirits of the Void, becoming something morbid and cruel. For 1d4 rounds, their resistance, aura of spirits, Strikes, and spirit spells change their damage type from spirit damage to void damage and replace their spirit trait with the void trait.
Seething Spirit
Creature 11
Perception +15; darkvision, tastes anger (imprecise) 1 mile
Languages Common, Dwarven, Jotun, tongues
Skills Acrobatics +21, Deception +20, Diplomacy +-5, Intimidation +24, Stealth +21
Str -5, Dex +6, Con +0, Int +2, Wis -2, Cha +7
AC 29; Fort +17, Ref +23, Will +21
HP 145 (void healing); Immunities death-effects, disease, paralyzed, poison, precision, unconscious; Weaknesses emotion 12
Taste Anger (Imprecise) 1 mile (detection, occult) The spirit can taste anger and hatred from creatures experiencing those emotions within 1 mile (imprecise).
Constant Spells
Pulse of Rage (aura, emotion, mental, occult) 20 feet. This aura emanates from any creature possessed by the seething spirit, and it's inactive while the spirit isn't possessing anyone. Any creature in the aura, including a creature possessed by the spirit, takes a -1 status penalty to AC, can't perform actions with the concentrate trait except for the seek action and actions with the rage trait, and gains a +2 status bonus to melee damage rolls against the spirit's enemies. A creature can attempt a DC 30 Will save when it enters the aura to avoid the effect. If the creature would need to attempt a save against the aura again within 24 hours, it automatically uses the same save result rather than attempting a new save.
Void Healing
Vulnerable to Calm Emotions A seething spirit can't attempt to possess a creature affected by calm. If creature possessed by a seething spirit fails a saving throw against calm emotions, the spirit is forced out. If the spirit isn't possessing a creature and is targeted with calm emotions, the spirit takes 12 mental damage per rank of the spell instead of the normal spell effects.
Speed 0 feet
Melee A ephemeral claw +22 [+17/+12] (occult) Damage 3d12+7 slashing
Occult Innate Spells DC 32, attack +24; 4th suggestion; 3rd mind reading (at will); 2nd invisibility (self only) (at will), paranoia, remove fear; 1st ventriloquism (at will); Constant (6th) tongues
Furious Possession 2 The seething spirit attempts to possess an adjacent corporeal creature. This has the same effect as a possession spell (DC 30 Will), except since the spirit doesn't have a physical body, they're not and when the effect ends. The spirit can't Dismiss the possession. The creature gains 12 temporary Hit Points that are lost when the possession ends. During the possession, the creature has the pulse of rage aura. Each time the possessed creature makes a melee Strike, the spirit can substitute their ephemeral claw attack modifier, damage amount, or both in place of the creature's own statistics.
The final is a gunpowder ooze and a destiny tempest.
Gunpowder Ooze
Creature 14
Perception +22; motion-sense
Languages None
Skills Athletics +28
Str +8, Dex +3, Con +6, Int -5, Wis +2, Cha -5
AC 29; Fort +28, Ref +21, Will +24
HP 400; Immunities critical-hits, piercing, precision, slashing, unconscious, visual; Weaknesses fire 20
Motion Sense A gunpowder ooze can sense nearby creatures through vibration and air or water movement.
Combust Due to the volatile nature of its composition, the gunpowder ooze reacts explosively when exposed to open flame. Any time the gunpowder ooze takes fire damage from a source other than a gunpowder ooze's combust or gunpowder residue, it explodes, dealing 15d6 fire damage to creatures in a 15-foot emanation including itself (DC 34 basic Reflex). When the gunpowder ooze combusts, it automatically splits as long as it has 10 or more HP.
Split When a gunpowder ooze that has 10 or more HP is hit by an attack that would deal slashing or piercing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push).
Gunpowder Residue (fire) A creature hit by the gunpowder ooze's pseudopod or blast is coated in explosive material unless it succeeds at a DC 34 Reflex save. If a creature makes an attack with a firearm, takes fire damage, or uses an action, activity, or item with the fire trait while coated with the residue, the residue explodes, dealing 7d6 fire damage to the creature and all adjacent creatures (DC 34 basic Reflex). The residue remains active for 24 hours, until it's ignited, or until it's scrubbed off (an activity that takes at least 10 minutes and requires soap and water). A creature can only be coated with one layer of gunpowder residue at a time.
Speed 20 feet
Melee A pseudopod +29 [+24/+19] (reach 10 feet, unarmed) Damage 3d12+14 bludgeoning plus gunpowder residue
Ranged A blast +26 [+21/+16] (propulsive, range increment 60 feet) Damage 3d6 fire plus 3d8+10 bludgeoning plus gunpowder residue
Destiny Tempest
Creature 13
Perception +26; greater-darkvision
Languages Sussuran, cant speak any language, Telepathy 100, Truespeech
Skills Acrobatics +25, Athletics +21, Deception +26, Stealth +27
Str +4, Dex +8, Con +6, Int +8, Wis +7, Cha +7
AC 34; Fort +19, Ref +24, Will +26
HP 230; Immunities bleed, paralyzed, poison, sleep; Weaknesses force 10, spirit 10
Telepathy 100 feet (aura, magical, mental)
Center of Destiny R (teleportation) Trigger A creature within 30 feet benefits from a fortune effect Effect Shadows surround and steal away the destiny tempest, who reappears in an open space adjacent to the triggering creature.
Ebbing Cloud (aura, mental, occult) 15 feet. Destiny tempests surround themselves with thoughts of averted fates, creating a thick metaphysical soup that cloys the mind and clouds ambition. Creatures in the area moving toward the destiny tempest treat the area as difficult terrain.
No Breath Destiny tempests do not need to breathe.
Unspeakable Insights (mental, occult) Touching a destiny tempest's mind even briefly grants a powerful and painful awareness of uncharted pasts, presents, and futures, too impossibly vast for mortal minds to conceptualize or contain. Whenever a creature targets the destiny tempest with a magical mental effect, it must attempt a DC 33 Will save. Critical Success The creature is unaffected and becomes immune to unspeakable insights for 24 hours. Success The creature is unaffected. Failure The creature takes 3d6 mental damage. Critical Failure The creature takes 6d6 mental damage and becomes for 1 round.
Sound Without Voice (air, emotion, fear, mental, occult) A creature damaged by the destiny tempest's slithering whisper Strike must succeed at a DC 33 basic Will save or become frightened 2.
Swiftness A destiny tempest's movement doesn't trigger reactions.
Speed 25 feet
Melee A slithering whisper +25 [+20/+15] (air, finesse, magical) Damage 2d8+10 bludgeoning plus 1d8 mental plus sound without voice
Melee A umbral breath +25 [+20/+15] (air, void) Damage 4d10 void
Occult Innate Spells DC 33, attack +25; 6th never mind; 5th subconscious suggestion; 2nd darkness; Cantrips (9th) detect magic, figment; Constant (5th) truespeech
Divergent Potential 2 (concentrate, fortune) The destiny tempest chooses two creatures it can see within 60 feet and rolls two slithering whisper Strikes, one against each creature. After seeing the outcomes of the two Strikes, the destiny tempest chooses one of the two targets to pursue, Flies up to 60 feet to reach the chosen target, and uses the result of the chosen Strike; the other Strike is lost. If the destiny tempest is prevented from reaching its chosen target, the attack is prevented and the chosen Strike is lost.