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Umbral Dragon (Young)Creature 11


LargeDragonOccultShadow
Source Pathfinder Lost Omens Draconic Codex
Perception +22 (greater darkvision, voidsense (precise) 60 feet)
Languages Common, Draconic, Shadowtongue
Skills Lore +20, Acrobatics +20, Athletics +23, Deception +20, Intimidation +22, Stealth +23
Str +6, Dex +4, Con +5, Int +3, Wis +5, Cha +3

AC 30; Fort +22; Reflex +19; Will +22; +2 to all saves vs. shadow
HP 195
Speed 40 feet (fly 140 feet)
Immunities paralyzed, sleep, void

Jaws One Action +24 (+19, +14) to hit (magical, reach 10, void) 2d8+12 Piercing
Claw One Action +24 (+20, +16) to hit (agile, magical) 2d6+12 Slashing
Tail One Action +22 (+17, +12) to hit (magical, reach 15) 2d10+12 Bludgeoning

Voidsense

The dragon can taste animating void energy, allowing them to sense creatures with void healing as a precise sense. It can also sense incorporeal creatures with void healing, like shadows, when they are inside solid objects.

+2 to All Saves vs. ShadowPin Shadow Reaction (shadow)

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

Requirements The triggering creature is in bright light or dim light and has a shadow


Effect The dragon makes a claw Strike against the triggering creature. On a hit, the trigger creature also has its shadow pinned in place, restricting its movement. The creature treats the area of the dragon's aura as difficult terrain until it uses an Interact action to unpin its shadow. If the area was already difficult terrain, the creature treats it as greater difficult terrain.

Umbral Pall (aura, occult, shadow)

90 feet. Shadows surround the dragon. The radius of all light from light sources and the areas of light spells in the aura are halved.

Devour Undead

The dragon's jaws Strikes have the benefit of a Ghost Touch property rune and deal an additional 3d6 force damage to undead.

Draconic Frenzy Two Actions

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

Draconic Momentum

The dragon recharges its Tenebrous Breath whenever it scores a critical hit with a Strike.

Tenebrous Breath Two Actions (occult, void)

The dragon breathes a blast of darkness that deals 12d6 void damage in a 30-foot cone (DC 30 reflex save). Undead creatures take 12d6 forceforce damage instead of void damage. The dragon can't use Tenebrous Breath again for 1d4 rounds.


Occult Innate Spells (DC 27, +0 to hit)

Cantrips (6th Level): Detect Magic, Read Aura
2nd Level: Darkness


Stories across Golarion warn children about the monsters that dwell in the shadows, but no story captures the reality of the umbral dragon. Natives of the Netherworld, these occult dragons are at home in the darkness, using it to their advantage both in and out of battle. Umbral dragons rarely worry about fighting fairly, emerging from hiding to strike unwary foes and using their magical breath without compunction. Similarly, in social situations, they often remain in the shadows, operating through other creatures. Even in direct conversation, they frequently obscure their true intent, preferring to avoid ever being pinned down with a solid answer.

While umbral dragons are rarely altruistic, their preferred diet creates a strange dichotomy that attracts other creatures to them as a potential source of safety, especially in the Netherworld. While much of the multiverse sees undead as a dire threat, for umbral dragons, undead are a tasty snack. Umbral dragons find the flavor of necrotic flesh irresistible and the void energy of incorporeal undead a potent spice, making them one of the few creatures in existence known to hunt the unliving as a source of food.


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.

Occult

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.

Shadow

This magic involves shadows or the energy of the Netherworld.