🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Horned Dragon (Ancient, Spellcaster)Creature 17


UncommonGargantuanAmphibiousDragonPrimal
Source Pathfinder Monster Core
Perception +30 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Elven, Fey, Chthonian, Jotun
Skills Lore +31, Acrobatics +25, Arcana +32, Athletics +30, Deception +27, Diplomacy +31, Intimidation +31, Nature +28, Occultism +34, Society +31, Stealth +29
Str +7, Dex +4, Con +5, Int +6, Wis +5, Cha +6

AC 41; Fort +30; Reflex +29; Will +32; +1 status to all saves vs. primal
HP 315
Speed 50 feet (fly 200 feet, swim 50 feet)
Immunities paralyzed, poison, sleep

Jaws One Action +33 (+28, +23) to hit (magical, poison, reach 20, unarmed) 3d12+15 Piercing + 4d4 Poison
Claw One Action +33 (+29, +25) to hit (agile, magical, reach 15, unarmed) 3d10+15 Slashing
Tail One Action +31 (+26, +21) to hit (magical, reach 25) 3d10+13 Bludgeoning
Horn One Action +31 (+26, +21) to hit (magical, reach 20, unarmed) 2d10+13 Piercing

Camouflage

The dragon can [/act hide] in natural environments even if they don't have cover.

+1 Status to All Saves vs. PrimalFrightful Presence (aura, emotion, fear, mental)

90 feet. DC 37 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.

Miasma (aura, poison)

20 feet. After the dragon uses their Poison Breath, a cloud of poison gas continues to emanate from their body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 fortitude save).

Any creature in the miasma is Concealed and treats other creatures as concealed. The dragon can see through this concealment.

Effect: Miasma

Twisting Tail Reaction

Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using


Effect The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action.

Forest Passage

The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress.

Impaling Charge Two Actions

Requirements The dragon doesn't have a creature impaled on their horn


Effect The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is Grabbed while on the horn (and can attempt to Escape as normal). 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.

Poison Breath Two Actions (poison, primal)

The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 fortitude save).

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

Trackless Journey

The horned dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.


Primal Prepared Spells (DC 39, +33 to hit)

Cantrips (9th Level): Detect Magic, Know the Way, Light, Read Aura, Tangle Vine
1st Level: Gust of Wind, Vanishing Tracks, Ventriloquism
2nd Level: Dispel Magic, Humanoid Form, One with Plants, Sound Body
3rd Level: Slow, Veil of Privacy, Wall of Thorns
4th Level: Hydraulic Torrent, Mountain Resilience, Unfettered Movement
5th Level: Toxic Cloud
6th Level: Field of Life, Tangling Creepers, Truesight
7th Level: Execute, Mask of Terror
8th Level: Desiccate, Punishing Winds

Primal Innate Spells (DC 39, +31 to hit)

1st Level: Charm (At Will)
2nd Level: Entangling Flora (At Will)
4th Level: Suggestion
6th Level: Dominate


The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders.


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

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.