Diabolic Dragon (Ancient, Spellcaster)
Creature 20 (uncommon) — divine, dragon, unholy
AnvilCrasherLANDAERIALdragondivineunholyfire
Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their go
Source: pathfinder-monster-core
Perception +33; greater-darkvision, scent (imprecise) 60 feet; smoke vision
Languages common, diabolic, draconic, empyrean, necril, pyric, aklo, chthonian
Skills acrobatics +33, athletics +38, deception +34, diplomacy +36, Hell Lore +33, intimidation +34, Legal Lore +35, religion +35, society +33, thievery +33
Str
+10
Dex
+5
Con
+8
Int
+5
Wis
+7
Cha
+8
AC 44
Fort +36
Ref +32
Will +32
+2 status to all saves vs. divine
HP 390
Immunities fire, paralyzed, sleep
Weaknesses holy 15
Speed 70 feet, fly 180 feet
Offense
Melee Jaws (fire, magical, reach-20, unarmed, unholy) +38, Damage 2d6 fire plus 4d12+18 piercing
Melee Claws (agile, fire, magical, reach-15, unholy) +38, Damage 2d6 fire plus 4d8+18 piercing plus Improved Grab
Melee Tail (fire, magical, reach-25, unholy) +36, Damage 4d8+18 bludgeoning plus 2d6 fire plus Improved Knockdown
Abilities
Smoke Vision — Smoke doesn't impair the dragon's vision; they ignore the Concealed condition from smoke.
+2 Status to All Saves vs. Divine —
Frightful Presence (aura, emotion, fear, mental) — 90 feet. DC 40 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.
Hell's Sting (divine, mental, unholy) —
Reactive Strike —
Diabolic Fire — Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation, and similar effects.
Hellfire Breath (divine, fire, unholy) — The dragon unleashes a blast of infernal fire that deals 21d6 fire damage in a 60-foot cone (DC 42 Reflex save).
The dragon can't use Hellfire Breath again for 1d4 rounds.
The dragon can't use Hellfire Breath again for 1d4 rounds.
Improved Grab —
Improved Knockdown —
Divine Prepared Spells DC 42, attack +38
9th Massacre, Wails of the Damned
8th Canticle of Everlasting Grief, Pinpoint
7th Eclipse Burst, Execute, Planar Seal
6th Blessed Boundary, Dominate
5th Banishment, Sending, Truespeech (×2)
4th Dispelling Globe, Divine Wrath, Planar Tether, Translocate
3rd Blindness, Chilling Darkness
2nd Blood Vendetta, Darkness, Translate
1st Command (×2), Fear, Harm (×2)
Cantrips (9th) Detect Magic, Divine Lance, Message, Sigil, Void Warp
Divine Innate Spells DC 40, attack +32
9th Falling Stars (Fire Only)
7th Interplanar Teleport (At Will, Self Only)
5th Divine Immolation (At Will), Summon Fiend (Phistophilus Only, At Will)
4th Wall of Fire (At Will)
Cantrips (9th) Ignition
WORKS WELL WITH
SniperLAND / AERIALA ranged striker keeps dealing damage from outside Reactive Strike range while the party is pinned by fear and grabs.
SnareLAND / AERIALA second controller compounds the grabbed and knocked-down conditions, stacking action denial on the same target.
WeaverLAND / AERIALA caster lowering Will saves makes the frightening presence harder for the party to shake off.
PUNISHES
✖ movement away✖ low Will✖ clumping
Avoid stacking another huge Reactive Strike anvil; the fight becomes a single unavoidable chokepoint rather than a dynamic encounter.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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