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Underworld Dragon (Ancient, Spellcaster)Creature 16


UncommonGargantuanArcaneDragonFire
Source Pathfinder Lost Omens Draconic Codex
Perception +28 (darkvision, scent (imprecise) 60 feet, smoke vision)
Languages Common, Draconic, Petran, Pyric, Sakvroth
Skills Acrobatics +23, Arcana +25, Athletics +32, Crafting +29, Deception +27, Intimidation +29, Nature +24, Stealth +25, Survival +24
Str +8, Dex +3, Con +6, Int +5, Wis +4, Cha +5

AC 39; Fort +30; Reflex +25; Will +28;
HP 295
Speed 40 feet (burrow 60 feet, fly 80 feet)
Immunities fire, paralyzed, sleep
Weaknesses Earth 15

Jaws One Action +32 (+27, +22) to hit (fire, magical, reach 15) 3d8+16 Piercing + 3d6 Fire
Claw One Action +32 (+28, +24) to hit (agile, magical, reach 10) 3d6+16 Slashing
Tail One Action +30 (+25, +20) to hit (magical, reach 25) 3d10+16 Bludgeoning

Smoke Vision

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

+1 Status to All Saves vs. MagicCountered by Water

If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage. This limitation ends if the dragon uses Exploding Red Breath.

Effect: Countered by Water

Fed by Wood

When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant or wood trait, the dragon's internal fiery essences are stoked with the added fuel. Their Exploding Red Breath recharges, and the fire damage from the dragon's jaws deals an additional die of damage until the end of the dragon's next turn.

Effect: Fed by Wood

Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 35 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.

Sweltering Heat (arcane, aura, fire)

10 feet. Each creature that ends its turn in the aura must succeed at a DC 35 fortitude saving throw or become Fatigued while it remains in the aura.

Adamantine Claws One Action (arcane, concentrate)

Frequency one per hour


Effect The dragon infuses their body with adamantine. For the next minute, their melee Strikes are treated as adamantine and ignore half the Hardness of any object hit.

Constrict One Action

(3d10+9) bludgeoning, DC 37 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Exploding Red Breath Two Actions (arcane, fire)

The dragon breathes a blast of fire that explodes in a 30-foot burst within 60 feet, dealing 14d6 fire damage (DC 39 reflex save). Creatures that fail the save also take 3d6 persistent,fire damage. The dragon can't use Exploding Red Breath again for 1d4 rounds.

Scorch Earth Two Actions (arcane, fire)

The dragon plunges their body into the ground, Burrows up to their burrow Speed, and then scorches the land within a 60-foot emanation. Creatures underground or on the surface in the area take 8d6 fire damage (DC 37 fortitude save). A creature that critically fails also becomes Enfeebled 1 for 1 minute.


Arcane Prepared Spells (DC 37, +29 to hit)

Cantrips (8th Level): Caustic Blast, Ignition, Read Aura, Shield, Telekinetic Hand
1st Level: Carryall, Enfeeble, Force Barrage
2nd Level: Knock, Resist Energy, Revealing Light
3rd Level: Earthbind, Fireball, Slow
4th Level: Mirage, Peaceful Bubble, Translocate
5th Level: Mind Probe, Scouting Eye, Toxic Cloud
6th Level: Mislead, Spellwrack, Truesight
7th Level: Energy Aegis, Fiery Body, Mask of Terror

Arcane Innate Spells (DC 37, +0 to hit)

Cantrips (8th Level): Detect Magic
2nd Level: Everlight
4th Level: Wall of Fire


If there are any imperial dragons who benefited from moving out of their native elemental plane, it's underworld dragons. Once related solely to the element of fire, early underworld dragons harnessed elemental forces through arcane means for reasons no longer remembered. With each subsequent generation, both their arcane power and mastery over the elements grew. Their efforts were later bolstered by their studies in alchemy, which allowed dragons to cultivate themselves even further with various mutagens and elixirs.

Today, though their nature is primarily still connected with the element of fire, an underworld dragon can consume wood with ease, threaten entire regions with quakes, lay claim to the minerals and gems in the rocks and stone, and die to form volcanoes that create more land masses. Some even flippantly snort at the lapping waves of the sea, not fearing any retaliation from the sea dragon nations nor their kings. Though their powers might be relatively weaker than another imperial dragon of the same age, their mastery of many elements and the arcane arts makes underworld dragons formidable opponents.


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.

Arcane

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane 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.

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.