🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Young Magma DragonCreature 9


UncommonCNLargeDragonElementalFire
Source Pathfinder Bestiary 2
Perception +18 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Ignan
Skills Acrobatics +16, Athletics +19, Deception +14, Intimidation +18, Nature +15, Stealth +16, Survival +18
Str +6, Dex +1, Con +4, Int +0, Wis +3, Cha +3

AC 28; Fort +19; Reflex +16; Will +18;
HP 175
Speed 30 feet (fly 100 feet, swim 30 feet)
Immunities fire, paralyzed, sleep
Weaknesses Cold 10

Jaws One Action +21 (+16, +11) to hit (fire, reach 10) 2d6 Fire + 2d10+10 Piercing
Claw One Action +21 (+17, +13) to hit (agile) 2d10+10 Slashing
Tail One Action +19 (+14, +9) to hit (reach 15) 2d12+10 Bludgeoning
Horns One Action +19 (+14, +9) to hit (reach 10) 1d10+10 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.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 24 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 5d6 fire damage and 3d12 bludgeoning damage in a 30-foot cone (DC 28 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.


Primal Innate Spells (DC 26, +18 to hit)

Cantrips (5th Level): Produce Flame
4th Level: Burning Hands (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

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.