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Adamantine Dragon (Adult, Spellcaster)Creature 13


HugeDragonPrimal
Source Pathfinder Monster Core
Perception +23 (darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 90 feet)
Languages Common, Draconic, Petran, Fey, Sakvroth
Skills Lore +24, Acrobatics +22, Athletics +27, Intimidation +24, Nature +23, Survival +25
Str +8, Dex +3, Con +6, Int +3, Wis +4, Cha +5

AC 33; Fort +25; Reflex +20; Will +23; +2 status to all saves vs primal
HP 220
Speed 30 feet (burrow 40 feet, fly 150 feet)
Immunities paralyzed, petrified, sleep

Jaws One Action +27 (+22, +17) to hit (magical, reach 15, unarmed) 3d12+14 Piercing
Claw One Action +27 (+23, +19) to hit (agile, magical, reach 10, unarmed) 3d8+14 Slashing
Tail One Action +25 (+20, +15) to hit (magical, reach 20) 3d10+14 Bludgeoning
Rock One Action +25 (+20, +15) to hit (brutal) 3d8+14 Bludgeoning

Tremorsense (Imprecise) 90 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 30 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 17 flat. On a success, the triggering attack becomes a normal hit.

Adamantine Body

The dragon's unarmed melee Strikes are adamantine.

Avalanche Breath Two Actions (primal)

The dragon belches a mass of boulders that deals 11d8 bludgeoning damage in a 40-foot cone (DC 33 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 25 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.

Rock Tunneler

The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't.

Swallow Whole One Action (attack)

Large, (3d12+7) bludgeoning, Rupture 29


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.

Grab One Action

Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has 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.


Primal Prepared Spells (DC 34, +27 to hit)

Cantrips (7th Level): Caustic Blast, Detect Magic, Know the Way, Sigil, Tangle Vine
1st Level: Air Bubble, Tailwind, Vanishing Tracks
2nd Level: Darkness, Shatter, Water Walk
3rd Level: Earthbind, One with Stone, Slow
4th Level: Shape Stone, Unfettered Movement, Vapor Form
5th Level: Impaling Spike, Magic Passage, Speak with Stones
6th Level: Petrify, Tangling Creepers


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.

Draconic Spellcasters

Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.