Cinder Dragon (Ancient)
Creature 19 (uncommon) — dragon, fire, primal
AnvilCrasherLANDAERIALdragonfireprimal
Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder dragons' appearance evokes their flame, often in scales with mixed patterns of red, orange, and yellow. Many cinder dragons dwell in active volcanoes and similarly fiery locales. Cinder dragons prefer treasures that can withstand the heat of their bodies and lairs, with gemstones, gold, and silver common among their hoards.
Source: pathfinder-monster-core-2
Perception +35; darkvision, scent (imprecise) 60 feet; smoke vision
Languages common, draconic, pyric
Skills acrobatics +30, athletics +38, diplomacy +35, intimidation +37, nature +36, stealth +37
Str
+10
Dex
+4
Con
+8
Int
+5
Wis
+6
Cha
+7
AC 42
Fort +34
Ref +30
Will +32
HP 425
Immunities fire, paralyzed, sleep
Weaknesses cold 20
Speed 60 feet, fly 180 feet
Offense
Melee Jaws (fire, magical, reach-20) +36, Damage 1d8 fire plus 4d12+12 piercing
Melee Horn (magical, reach-20) +34, Damage 3d12+16 piercing
Melee Claw (agile, magical, reach-15) +36, Damage 4d10+12 slashing
Melee Tail (magical, reach-25) +34, Damage 4d8+12 bludgeoning
Melee Wing (agile, magical, reach-20) +34, Damage 4d8+12 slashing
Abilities
Smoke Vision — Smoke doesn't impair a cinder dragon's vision; they ignore the Concealed condition from smoke.
+2 Status to All Saves vs. Primal —
Boiling Blood (fire) —
Dragon Heat (aura, fire, primal) — 5 feet. 4d6 fire damage (DC 37 Reflex save)
Frightful Presence (aura, emotion, fear, mental) — 90 feet. DC 39 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.
Reactive Strike (Jaws only) —
All Becomes Flame (curse, fire, primal) — The dragon curses a creature within 60 feet to have its magic replaced with primordial flames. The creature must attempt a DC 39 Will save. Regardless of the result, the target becomes temporarily immune for 1 day.
Critical Success The creature is unaffected.
Success The creature is cursed for 1 round. While cursed, any damage the cursed creature would deal by any means becomes fire damage, regardless of the original damage type. The cursed creature can temporarily suppress the curse for 1 round as an action.
Failure As success, but the curse's duration is 1 hour.
Critical Failure As success, but the curse's duration is 1 day.
Critical Success The creature is unaffected.
Success The creature is cursed for 1 round. While cursed, any damage the cursed creature would deal by any means becomes fire damage, regardless of the original damage type. The cursed creature can temporarily suppress the curse for 1 round as an action.
Failure As success, but the curse's duration is 1 hour.
Critical Failure As success, but the curse's duration is 1 day.
Draconic Frenzy — The dragon makes two claw Strikes and one wing Strike in any order.
Draconic Momentum — The dragon recharges their Pyre Breath whenever they score a critical hit with a Strike.
Pyre Breath (fire, primal) — The dragon breathes a blast of flame that deals 18d6 fire damage in a 60-foot cone (DC 41 Reflex save). Creatures that critically fail their save catch fire, taking 2d6 persistent fire damage. The area then fills with black smoke for 1 minute. This has the effects of mist, except it fills the cone's area. The dragon can't use Pyre Breath again for 1d4 rounds.
Stoke the Flames (fire, primal) — The dragon intensifies nearby fires. Every foe within 60 feet that is taking persistent fire damage takes 5d6 fire damage.
WORKS WELL WITH
SniperLAND / AERIALA ranged attacker avoids the Dragon Heat aura and Reactive Strike that punish anyone who closes to melee range.
SnareLANDA controller that keeps a target from moving guarantees the Pyre Breath cone and Stoke the Flames follow-up both connect.
FlankerLAND / AERIALA mobile skirmisher can slip past a Frightened, retreating party while the dragon's aura and reach dominate the front.
PUNISHES
✖ melee reliance✖ clumping✖ low Will✖ persistent damage exposure
Stacking another Anvil is redundant, since this dragon already commands the front with an aura, reach, and Reactive Strike.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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