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VeshumirixCreature 16


UniqueCEHugeDragonFire
Source Pathfinder #148: Fires of the Haunted City
Perception +28 (darkvision, scent (imprecise) 60 feet)
Languages Abyssal, Common, Draconic, Ignan, Terran, Undercommon
Skills Acrobatics +30, Athletics +30, Deception +26, Intimidation +32, Nature +24, Stealth +27, Survival +24
Str +7, Dex +4, Con +5, Int +4, Wis +4, Cha +6

AC 39; Fort +29; Reflex +28; Will +26; +1 status to all saves vs. magic
HP 300
Speed 50 feet (fly 160 feet, swim 50 feet)
Immunities fire, paralyzed, sleep
Weaknesses Cold 15

Jaws One Action +33 (+28, +23) to hit (fire, magical, reach 15) 4d6 Fire + 3d10+15 Piercing
Claw One Action +33 (+29, +25) to hit (agile, magical, reach 10) 3d10+15 Slashing
Tail One Action +31 (+26, +21) to hit (magical, reach 20) 2d12+15 Bludgeoning
Horns One Action +31 (+26, +21) to hit (magical, reach 15) 2d10+15 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.

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 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.

Wing Deflection Reaction

Trigger Veshumirix is targeted with an attack.


Effect Veshumirix raises his wing, gaining a +2 circumstance bonus to AC against the triggering attack. If Veshumirix is Flying, he descends 10 feet after the attack.

Breath Weapon Two Actions (evocation, fire, primal)

Veshumirix breathes a blast of magma that deals 9d6 fire damage and 4d12 bludgeoning damage in a 60-foot cone (DC 42 basic reflex save).

He can't use Breath Weapon again for /br 1d4 #rounds]1d4 rounds.

Draconic Frenzy Two Actions

Veshumirix makes two claw Strikes and one horns Strike in any order.

Draconic Momentum

Veshumirix recharges his Breath Weapon whenever he scores 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.

Volcanic Purge One Action

If the next action Veshumirix uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 4d6 Persistent Fire Damage, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds.

Effect: Volcanic Purge


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

Cantrips (8th Level): Produce Flame
1st Level: Burning Hands (At Will)
3rd Level: Fireball
4th Level: Fire Shield (Constant), Wall of Fire (At Will)



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.