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Cinder Archdragon (Spellcaster)Creature 22


Rare​Gargantuan​Dragon​Fire​Primal​
Source Pathfinder Lost Omens Draconic Codex
Perception +39 (darkvision, scent (imprecise) 60 feet, smoke vision)
Languages Common, Draconic, Pyric
Skills Acrobatics +35, Athletics +43, Diplomacy +40, Intimidation +42, Nature +40, Stealth +42
Str +10, Dex +5, Con +8, Int +6, Wis +7, Cha +8

AC 47; Fort +38; Reflex +34; Will +36;
HP 525
Speed 70 feet (fly 210 feet)
Immunities fire, paralyzed, sleep
Weaknesses Cold 20

Jaws One Action +41 (+36, +31) to hit (fire, magical, reach 20) 2d6 Fire + 4d12+16 Piercing
Horn One Action +39 (+34, +29) to hit (magical, reach 20) 3d12+20 Piercing
Claw One Action +41 (+37, +33) to hit (agile, magical, reach 15) 4d10+16 Slashing
Tail One Action +39 (+34, +29) to hit (magical, reach 25) 4d8+16 Bludgeoning
Wing One Action +39 (+35, +31) to hit (agile, magical, reach 20) 4d8+16 Slashing

Smoke Vision

Smoke doesn't impair a cinder dragon's vision; they ignore the Concealed condition from smoke.

+2 Status to All Saves vs. PrimalBoiling Blood Reaction (fire)

Trigger The dragon is critically hit with a melee attack


Effect The dragon's superheated blood spills onto the attacker. The target takes 12d6 fire damage (DC 45 reflex save).

Dragon Heat (aura, fire, primal)

5 feet. 5d6 fire damage (DC 40 reflex save)

Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 42 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.

Reactive Strike (Jaws only) Reaction

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.

All Becomes Flame One Action (curse, fire, primal)

The dragon curses a creature within 60 feet to have its magic replaced with primordial flames. The creature must attempt a DC 43 will save. Regardless of the result, the target becomes temporarily immune for 1 day.


Critical Success The creature is unaffected.

Success The creature is cursed for 1 round. While cursed, any damage the cursed creature would deal by any means becomes fire damage, regardless of the original damage type. The cursed creature can temporarily suppress the curse for 1 round as an action.

Failure As success, but the curse's duration is 1 hour.

Critical Failure As success, but the curse's duration is 1 day.

Blazing Wind Three Actions

Requirements The dragon is able to use their Pyre Breath


Effect The dragon Flies up to their Speed in a straight line. At the end of their movement, a superheated gale blows out ahead of them in a 200-foot line that's 20 feet wide. Structures and vehicles might collapse or catch fire in the whirling inferno, as earthquake. In addition, any creature in the area must attempt a DC 45 fortitude save. This ability counts as a use of the dragon's Pyre Breath.


Critical Success The creature is unaffected.

Success The creature takes 8d6 fire damage.

Failure The creature takes 16d6 fire damage and is knocked Prone.

Critical Failure As failure, plus metal items are superheated and wooden items catch fire. The object takes 5d6 persistent,fire damage, as does the creature wearing or holding it, though they can drop or take off the item to avoid taking the damage.

Pyre Breath Two Actions (fire, primal)

The dragon breathes a blast of flame that deals 22d6 fire damage in a 70-foot cone (DC 45 reflex save). Creatures that critically fail their save catch fire, taking 2d6 persistent,fire damage. The area then fills with black smoke for 1 minute. This has the effects of mist, except it fills the cone's area. The dragon can't use Pyre Breath again for 1d4 rounds.

Stoke the Flames One Action (fire, primal)

The dragon intensifies nearby fires. Every foe within 60 feet that is taking persistent fire damage takes 5d6 fire damage.


Primal Prepared Spells (DC 45, +37 to hit)

Cantrips (10th Level): Detect Magic, Ignition, Message, Read Aura, Sigil
1st Level: Cleanse Cuisine, Fear, Ventriloquism
2nd Level: Blazing Bolt, Dispel Magic, Floating Flame, Mist, Revealing Light
3rd Level: Fireball, Haste
4th Level: Fire Shield, Mountain Resilience, Wall of Fire
5th Level: Toxic Cloud
6th Level: Cursed Metamorphosis, Truesight
7th Level: Execute, Fiery Body, Volcanic Eruption
8th Level: Desiccate
9th Level: Detonate Magic, Falling Stars (asteroids only), Massacre
10th Level: Cataclysm, Indestructibility


Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder dragons' appearance evokes their flame, often in scales with mixed patterns of red, orange, and yellow. Many cinder dragons dwell in active volcanoes and similarly fiery locales. Cinder dragons prefer treasures that can withstand the heat of their bodies and lairs, with gemstones, gold, and silver common among their hoards.


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.

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 connection to magical fire.

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.