🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Adamantine ArchdragonCreature 21


RareGargantuanDragonPrimal
Source Pathfinder Lost Omens Draconic Codex
Perception +35 (darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet)
Languages Aklo, Common, Draconic, Fey, Petran, Sakvroth, Talican
Skills Lore +34, Acrobatics +35, Athletics +42, Intimidation +36, Nature +35, Survival +37
Str +10, Dex +5, Con +9, Int +5, Wis +6, Cha +7

AC 45; Fort +40; Reflex +32; Will +35; +2 status to all saves vs primal
HP 400
Speed 50 feet (burrow 60 feet, fly 200 feet)
Immunities paralyzed, petrified, sleep

Jaws One Action +39 (+34, +29) to hit (magical, reach 20, unarmed) 4d12+18 Piercing
Claw One Action +39 (+35, +31) to hit (agile, magical, reach 15, unarmed) 4d8+18 Slashing
Tail One Action +37 (+32, +27) to hit (magical, reach 25) 4d10+18 Bludgeoning
Rock One Action +37 (+32, +27) to hit (brutal) 4d8+18 Bludgeoning

Tremorsense (Imprecise) 120 feet

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.

+2 Status to All Saves vs. PrimalAbandon Armor

Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds.

Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 41 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.

Resilient Form Reaction

Trigger The dragon is critically hit with a weapon or unarmed attack;


Effect The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 14 flat. On a success, the triggering attack becomes a normal hit.

Adamantine Body

The dragon's unarmed melee Strikes are adamantine.

Adamantine Weight (earth, metal, primal)

The dragon shapes rocks even after it throws them, capturing its prey. The creature struck must succeed at a DC 44 reflex save or be Immobilized. Creatures remain immobilized until they Escape and immediately fall if they're flying. The weight can be destroyed as an object with 40 Hit Points and 20 Hardness.

Avalanche Breath Two Actions (primal)

The dragon belches a mass of boulders that deals 17d8 bludgeoning damage in a 44-foot cone (DC 50 reflex save).

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

Burrowing Pounce Three Actions

Requirements The dragon is burrowed


Effect The dragon Burrows, then Leaps out of the ground, landing at a point within 40 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked Prone.

Draconic Frenzy Two Actions

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

Draconic Momentum

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

Fast Swallow Reaction

Trigger The dragon Grabs a creature


Effect The dragon uses Swallow Whole.

Rock Tunneler

The dragon can burrow through solid stone at a Speed of 40 feet. They can leave a tunnel if they desire, and they usually don't.

Sky Below Stone Two Actions (metal, primal)

An eruption of skymetal blades churns the earth in a 40-foot emanation. The area becomes difficult terrain and creatures touching the ground take 8d8 slashing damage (basic DC 45 reflex save). Creatures that fail the save are knocked Prone and moved 20 feet in a direction of the dragon's choice.

Swallow Whole One Action (attack)

Large, (4d12+12) bludgeoning, Rupture 40


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.


The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.


Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.


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.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.