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Adult Umbral DragonCreature 15


UncommonNEHugeDragonShadow
Source Pathfinder Bestiary 2
Perception +29 (greater darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Necril, Shadowtongue
Skills Acrobatics +25, Athletics +31, Deception +28, Intimidation +28, Nature +25, Stealth +27, Survival +28
Str +8, Dex +4, Con +6, Int +4, Wis +6, Cha +5

AC 37; Fort +27; Reflex +25; Will +27; +1 status to all saves vs. magic
HP 275
Speed 50 feet (fly 180 feet)
Immunities negative, paralyzed, sleep

Jaws One Action +30 (+25, +20) to hit (negative, reach 15) 3d10+14 Piercing + 3d6 Negative
Claw One Action +30 (+26, +22) to hit (agile, magical, reach 10) 3d10+14 Slashing
Tail One Action +28 (+23, +18) to hit (magical, reach 20) 3d12+14 Slashing
Wing One Action +28 (+24, +20) to hit (agile, magical, reach 15) 2d10+14 Slashing

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicFrightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 34 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Attack of Opportunity Reaction

Jaws only


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Breath Weapon Two Actions (necromancy, negative, primal, shadow)

The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one wing Strike in any order.

Draconic Momentum

The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.

Ghost Bane (incorporeal, undead)

An umbral dragon's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune, and an umbral dragon's jaws deal an additional 6d6 force damage to undead.


Primal Innate Spells (DC 36, +28 to hit)

Cantrips (8th Level): Detect Magic
7th Level: Darkness (At Will), Shadow Walk, Vampiric Exsanguination


While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.

For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Shadow

This magic involves shadows or the energy of the Shadow Plane.