Adamantine Dragon (Young)
Creature 9 — dragon, primal
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 +17
Skills acrobatics +17, athletics +21, intimidation +18, nature +17, survival +19
Str
+6
Dex
+2
Con
+4
Int
+1
Wis
+2
Cha
+3
AC 27
Fort +21
Ref +15
Will +17
HP 140
Immunities paralyzed, petrified, sleep
Speed 25 feet, burrow 30 feet, fly 90 feet
Offense
Melee Jaws +21, Damage 2d12+9 piercing
Melee Claw +21, Damage 2d8+9 slashing
Melee Tail +19, Damage 2d10+9 bludgeoning
Ranged Rock +19, Damage 2d8+9 bludgeoning
Abilities
Tremorsense (Imprecise) 60 feet — Tremorsense
+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 26 Will
Frightful Presence
Resilient Form —
Adamantine Body — The dragon's unarmed melee Strikes are adamantine.
Avalanche Breath (primal) — The dragon belches a mass of boulders that deals 8d8 bludgeoning damage in a 30-foot cone (DC 28 Reflex save).
They can't use Avalanche Breath again for 1d4 rounds.
Burrowing Pounce —
Draconic Frenzy — The dragon makes two claw Strikes and one tail Strike in any order.
Draconic Momentum — The dragon recharges their Avalanche Breath whenever they score a critical hit with a Strike.
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) — Medium, 2d12+4 bludgeoning, Rupture 22
Swallow Whole
Throw Rock — Throw Rock
Grab — Grab
Knockdown — Knockdown
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