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Diabolic ArchdragonCreature 23


RareGargantuanDivineDragonUnholy
Source Pathfinder Lost Omens Draconic Codex
Perception +37 (greater darkvision, scent (imprecise) 60 feet, smoke vision)
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Necril, Pyric
Skills Lore +37, Lore +39, Acrobatics +37, Athletics +43, Deception +38, Diplomacy +40, Intimidation +38, Religion +39, Society +37, Thievery +37
Str +12, Dex +6, Con +9, Int +6, Wis +8, Cha +9

AC 48; Fort +40; Reflex +36; Will +36; +2 status to all saves vs. divine
HP 480
Speed 80 feet (fly 200 feet)
Immunities fire, paralyzed, sleep
Weaknesses Holy 20

Jaws One Action +42 (+37, +32) to hit (fire, magical, reach 20, unarmed, unholy) 2d6 Fire + 4d12+22 Piercing
Claws One Action +42 (+38, +34) to hit (agile, fire, magical, reach 15, unholy) 2d6 Fire + 4d8+22 Piercing
Tail One Action +40 (+35, +30) to hit (fire, magical, reach 25, unholy) 4d8+22 Bludgeoning + 2d6 Fire

Smoke Vision

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

+2 Status to All Saves vs. DivineFrightful Presence (aura, emotion, fear, mental)

90 feet. DC 44 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.

Hell's Sting Reaction (divine, mental, unholy)

Trigger The dragon is critically hit with a melee attack


Effect The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 12d6 mental damage with a DC 46 will save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw.

Reactive Strike 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.

Diabolic Fire

Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation, and similar effects.

Diabolic Impalement One Action (attack, unholy)

Requirements The dragon has a creature Grabbed or Restrained in its claw and doesn't already have a creature impaled


Effect The dragon attempts an Athletics check against the creature's Fortitude DC. On a success, the dragon drives the creature through the bony protrusion on their chest, dealing 7d10 piercing damage (doubled on a critical success). The creature is grabbed while on the protrusion and can attempt to Escape as normal. The dragon's claws become free to Grab other creatures, and the dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them.

An impaled creature takes 2d10 spirit damage at the end of each of its turns, as the bone drives itself deeper to pierce the creature's soul. If the creature dies from this spirit damage, its soul becomes condemned to Hell. A creature condemned to Hell in this way can't be resurrected except by a Wish ritual, divine intervention, or reclaiming the soul from Hell.

Draconic Frenzy Two Actions

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

Draconic Momentum

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

Hellfire Breath Two Actions (divine, fire, unholy)

The dragon unleashes a blast of infernal fire that deals 24d6 fire damage in a 70-foot cone (DC 48 reflex save).

The dragon can't use Hellfire Breath again for 1d4 rounds.

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.

Improved Knockdown Free Action

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


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


Divine Innate Spells (DC 46, +38 to hit)

Cantrips (10th Level): Ignition
4th Level: Wall of Fire (At Will)
5th Level: Divine Immolation (At Will), Summon Fiend (Phistophilus Only, At Will)
7th Level: Interplanar Teleport (At Will, Self Only)
9th Level: Falling Stars (Fire Only)
10th Level: Gate (To Hell Only)


Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness.


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.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

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.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.