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Diabolic Dragon (Young, Spellcaster)Creature 11


LargeDivineDragonUnholy
Source Pathfinder Monster Core
Perception +21 (greater darkvision, scent (imprecise) 60 feet, smoke vision)
Languages Common, Diabolic, Draconic, Pyric
Skills Lore +19, Lore +21, Acrobatics +20, Athletics +24, Deception +20, Diplomacy +22, Intimidation +20, Religion +21, Society +19, Thievery +20
Str +7, Dex +3, Con +6, Int +2, Wis +4, Cha +3

AC 30; Fort +23; Reflex +20; Will +21; +2 status to all saves vs. divine
HP 215
Speed 50 feet (fly 120 feet)
Immunities fire, paralyzed, sleep
Weaknesses Holy 10

Jaws One Action +24 (+19, +14) to hit (fire, magical, reach 10, unarmed, unholy) 2d6 Fire + 2d12+10 Piercing
Claws One Action +24 (+20, +16) to hit (agile, fire, magical, unholy) 2d6 Fire + 2d8+10 Piercing
Tail One Action +22 (+17, +12) to hit (fire, magical, reach 15, unholy) 2d8+10 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 28 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 6d6 mental damage with a DC 30 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.

Hellfire Breath Two Actions (divine, fire, unholy)

The dragon unleashes a blast of infernal fire that deals 12d6 fire damage in a 40-foot cone (DC 30 reflex save).

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

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.


Divine Prepared Spells (DC 30, +24 to hit)

Cantrips (6th Level): Detect Magic, Divine Lance, Message, Sigil, Void Warp
1st Level: Command, Fear, Harm
2nd Level: Blood Vendetta, Darkness, Translate
3rd Level: Blindness, Chilling Darkness
4th Level: Dispelling Globe, Divine Wrath, Planar Tether

Divine Innate Spells (DC 28, +20 to hit)

Cantrips (6th Level): Ignition
4th Level: Wall of Fire
5th Level: Divine Immolation


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.

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.

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.