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Ancient Umbral Dragon (Spellcaster)Creature 20


RareNEGargantuanDragonShadow
Source Pathfinder Bestiary 2
Perception +36 (greater darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet)
Languages Common, Daemonic, Draconic, Necril, Shadowtongue
Skills Acrobatics +33, Athletics +38, Deception +34, Intimidation +36, Nature +34, Stealth +35, Survival +34
Str +10, Dex +5, Con +7, Int +6, Wis +8, Cha +6

AC 45; Fort +35; Reflex +33; Will +38; +1 status to all saves vs. magic
HP 375
Speed 60 feet (fly 200 feet)
Immunities negative, paralyzed, sleep

Jaws One Action +38 (+33, +28) to hit (negative, magical, reach 20) 4d10+18 Piercing + 4d6 Negative
Claw One Action +38 (+34, +30) to hit (agile, magical, reach 15) 4d10+18 Slashing
Tail One Action +36 (+31, +26) to hit (magical, reach 25) 4d12+18 Slashing
Wing One Action +36 (+32, +28) to hit (agile, magical, reach 20) 3d10+18 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.

Tremorsense

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

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.

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

90 feet Aura DC 40 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.

Drain Vigor (primal, necromancy)

When the dragon deals negative damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary Hit Points and the creature must succeed at a DC 41 fortitude save or become Enfeebled 2. Further damage dealt by the dragon's jaws Strike increases the enfeebled condition value by 2 on a failed save, to a maximum of enfeebled 4.

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 8d6 force damage to undead.


Primal Prepared Spells (DC 41, +38 to hit)

Cantrips (10th Level): Chill Touch, Ghost Sound, Ray of Frost, Read Aura, Sigil
1st Level: Charm, Item Facade, Ray of Enfeeblement
2nd Level: Death Knell, Gentle Repose, Humanoid Form
3rd Level: Bind Undead, Blindness, Slow
4th Level: Gaseous Form, Hallucinatory Terrain, Nightmare
5th Level: Black Tentacles, Shadow Blast, Shadow Siphon
6th Level: Dominate, True Seeing, Vampiric Exsanguination
7th Level: Eclipse Burst, Mask of Terror, Plane Shift
8th Level: Disappearance, Horrid Wilting, Maze
9th Level: Disjunction, Massacre, Weird

Primal Innate Spells (DC 42, +32 to hit)

Cantrips (10th Level): Detect Magic
8th Level: Vampiric Exsanguination
9th Level: Darkness (At Will), Finger of Death
10th Level: Massacre

Rituals

2nd Level: Create Undead (Shadows Only)


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

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.

Shadow

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