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Adult Underworld DragonCreature 11


UncommonLEHugeDragonFire
Source Pathfinder Bestiary 3
Perception +20 (darkvision, scent (imprecise) 60 feet, smoke vision)
Languages Common, Draconic, Undercommon
Skills Acrobatics +18, Arcana +21, Athletics +24, Crafting +22, Deception +19, Intimidation +21, Nature +20, Stealth +22, Survival +20
Str +7, Dex +3, Con +4, Int +5, Wis +3, Cha +2

AC 31; Fort +23; Reflex +18; Will +22; +1 status to all saves vs. magic
HP 195
Speed 40 feet (burrow 40 feet, fly 80 feet)
Immunities fire, paralyzed, sleep

Jaws One Action +24 (+19, +14) to hit (magical, reach 10) 2d8+13 Piercing
Claw One Action +24 (+20, +16) to hit (agile, magical) 2d8+13 Slashing
Tail One Action +24 (+19, +14) to hit (magical, reach 20) 2d8+13 Bludgeoning

Darkvision

A monster with 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 monster 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.

Smoke Vision

Smoke doesn't impair an underworld dragon's vision; they ignore the Concealed condition from smoke.

+1 Status to All Saves vs. MagicCountered by Water

If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened.

Until the end of their next turn, they take a -1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage, and they lose their sweltering heat aura.

This limitation ends if the dragon uses Breath Weapon.

Effect: Countered by Water

Fed by Wood

When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.

Effect: Fed by Wood

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 28 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.

Sweltering Heat (arcane, aura, evocation, fire)

10 feet Aura


Each creature that ends its turn in the aura must succeed at a DC 28 fortitude saving throw or become Fatigued while it remains in the aura.

Adamantine Claws

The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit.

Breath Weapon Two Actions (arcane, evocation, fire)

The dragon breathes a blast of fire that explodes in a 25-foot burst within 50 feet, dealing 10d6 fire damage (DC 30 basic reflex save). Creatures that fail the save also take 2d6 Persistent Fire Damage.

The dragon can't use Breath Weapon again for 1d4 rounds.

Coiling Frenzy Two Actions

The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs thetarget.

Draconic Momentum

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

Greater Constrict One Action

2d8+10 bludgeoning, DC 30 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Arcane Innate Spells (DC 30, +24 to hit)

Cantrips (6th Level): Detect Magic
2nd Level: Continual Flame
4th Level: Wall of Fire


Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty.

Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite item with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies.


Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.

Draconic Cycles

Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.

Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.


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.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.