🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ancient Magma DragonCreature 18


RareCNGargantuanDragonElementalFire
Source Pathfinder Bestiary 2
Perception +33 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Ignan, Terran, Undercommon
Skills Acrobatics +28, Athletics +36, Deception +28, Intimidation +34, Nature +28, Stealth +28, Survival +29
Str +8, Dex +4, Con +6, Int +4, Wis +5, Cha +6

AC 42; Fort +34; Reflex +30; Will +31; +1 status to all saves vs. magic
HP 390
Speed 50 feet (fly 200 feet, swim 50 feet)
Immunities fire, paralyzed, sleep
Weaknesses Cold 15

Jaws One Action +36 (+31, +26) to hit (magical, reach 20) 3d10+16 Piercing + 4d6 Fire
Claw One Action +36 (+32, +28) to hit (agile, magical, reach 15) 3d10+16 Slashing
Tail One Action +34 (+29, +24) to hit (magical, reach 25) 3d12+16 Bludgeoning
Horns One Action +34 (+29, +24) to hit (magical, reach 20) 3d10+16 Piercing

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

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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

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

90 feet Aura DC 37 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.

Wing Deflection Reaction

Trigger The dragon is targeted with an attack


Effect The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.

Breath Weapon Two Actions (evocation, fire, primal)

The dragon breathes a blast of magma that deals 10d6 fire damage and 5d12 bludgeoning damage in a 60-foot cone (DC 40 basic reflex save).

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

Draconic Frenzy Two Actions

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

Draconic Momentum

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

Magma Swim

A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava.

Magma Tomb Two Actions

Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals 12d6 fire damage and 5d12 bludgeoning damage, with a DC 42 basic reflex save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can't breathe and is Restrained (Escape DC 42).

Volcanic Purge One Action

If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 5d6 Persistent Fire Damage, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds.


Primal Innate Spells (DC 40, +32 to hit)

Cantrips (9th Level): Produce Flame
4th Level: Fire Shield (Constant)
8th Level: Burning Hands (At Will), Fireball, Wall of Fire (At Will)


Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.

Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.