Adamantine Dragon (Ancient, Spellcaster)
Creature 18 (uncommon) — dragon, primal
AnvilCrasherLANDSUBTERRANEANAERIALdragonprimal
The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a ce
Source: pathfinder-monster-core
Perception +30; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet
Languages common, draconic, fey, petran, sakvroth, aklo
Skills acrobatics +28, athletics +36, intimidation +32, Mining Lore +30, nature +29, survival +31
Str
+9
Dex
+4
Con
+8
Int
+4
Wis
+5
Cha
+6
AC 41
Fort +32
Ref +26
Will +29
+2 status to all saves vs primal
HP 300
Immunities paralyzed, petrified, sleep
Speed 40 feet, burrow 50 feet, fly 180 feet
Offense
Melee Jaws (magical, reach-20, unarmed) +36, Damage 3d12+18 piercing plus Improved Grab
Melee Claw (agile, magical, reach-15, unarmed) +36, Damage 3d8+18 slashing plus Knockdown
Melee Tail (magical, reach-25) +34, Damage 3d10+18 bludgeoning
Ranged Rock (brutal) +34, range increment 150 feet, Damage 3d8+18 bludgeoning
Abilities
Tremorsense (Imprecise) 120 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
+2 Status to All Saves vs. Primal —
Abandon Armor — Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds.
Frightful 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.
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.
Resilient Form —
Adamantine Body — The dragon's unarmed melee Strikes are adamantine.
Avalanche Breath (primal) — The dragon belches a mass of boulders that deals 15d8 bludgeoning damage in a 40-foot cone (DC 40 Reflex save).
They can't use Avalanche Breath again for 1d4 rounds.
They can't use Avalanche Breath again for 1d4 rounds.
Burrowing Pounce —
Fast Swallow —
Rock Tunneler — The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't.
Swallow Whole (attack) — Large, 3d12+14 bludgeoning, Rupture 35
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Throw Rock — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Improved Grab —
Knockdown —
Primal Prepared Spells DC 41, attack +36
8th Desiccate, Earthquake, Moment of Renewal
7th Mask of Terror, Regenerate, Volcanic Eruption
6th Field of Life, Petrify, Tangling Creepers
5th Impaling Spike, Magic Passage, Speak with Stones
4th Shape Stone, Unfettered Movement, Vapor Form
3rd Earthbind, One with Stone, Slow
2nd Darkness, Shatter, Water Walk
1st Air Bubble, Tailwind, Vanishing Tracks
Cantrips (8th) Caustic Blast, Detect Magic, Know the Way, Sigil, Tangle Vine
WORKS WELL WITH
SnareLAND / SUBTERRANEAN / AERIALA controller that clusters targets turns the avalanche cone into a near-guaranteed multi-target hit instead of a single grazed target.
SniperLAND / AERIALA ranged ally keeps pressure on targets that scatter to escape reach and the cone breath, since the dragon's own follow-up is melee bound.
WeaverLAND / SUBTERRANEAN / AERIALA debuffing caster strips resistances right as Abandon Armor triggers, compounding the dragon's own bloodied damage spike.
PUNISHES
✖ clumping✖ standing still✖ melee reliance
Avoid stacking with another Anvil; the dragon's own huge HP pool and reach already dominate the front line without a second body to hold it.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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