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Cinder Dragon (Young)

Creature 10 — 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 +20; darkvision, scent (imprecise) 60 feet; smoke vision
Languages common, draconic, pyric
Skills acrobatics +15, athletics +22, diplomacy +19, intimidation +21, nature +18, stealth +17
Str
+6
Dex
+1
Con
+4
Int
+1
Wis
+2
Cha
+3
AC 29 Fort +21 Ref +17 Will +19
HP 210
Immunities fire, paralyzed, sleep
Weaknesses cold 10
Speed 40 feet, fly 120 feet

Offense

Melee Jaws (fire, magical, reach-10) +23, Damage 1d8 fire plus 2d12+10 piercing
Melee Horn (magical, reach-10) +21, Damage 2d12+14 piercing
Melee Claw (agile, magical) +23, Damage 2d10+10 slashing
Melee Tail (magical, reach-15) +21, Damage 2d12+10 bludgeoning
Melee Wing (agile, magical, reach-10) +21, Damage 2d8+10 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) —
Frightful Presence (aura, emotion, fear, mental) — 90 feet. DC 27 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.
Reactive Strike (Jaws only)
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 9d6 fire damage in a 40-foot cone (DC 29 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 3d6 fire damage.

WORKS WELL WITH

SniperLAND / AERIALA ranged attacker can keep dealing damage from outside the dragon's melee reach while it commands the front with Reactive Strike.
SnareLANDTerrain control keeps Frightened or fleeing targets from escaping the Pyre Breath cone before the dragon can recharge it.
ShadeLAND / AERIALA stealthy partner can strike vulnerable backline targets while the dragon's Frightful Presence and reach dominate the party's attention.

PUNISHES

✖ clumping✖ low Will✖ persistent damage stacking
Pairing with another aerial Crasher risks both threats colliding over the same airspace rather than dividing the party's attention.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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