Horned Dragon (Ancient, Spellcaster)
Creature 17 (uncommon) — amphibious, dragon, primal
CrasherAnvilLANDAQUATICAERIALdragonprimalpoison
The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative
Source: pathfinder-monster-core
Perception +30; darkvision, scent (imprecise) 60 feet
Languages common, draconic, elven, fey, chthonian, jotun
Skills acrobatics +25, arcana +32, athletics +30, deception +27, diplomacy +31, Forest Lore +31, intimidation +31, nature +28, occultism +34, society +31, stealth +29
Str
+7
Dex
+4
Con
+5
Int
+6
Wis
+5
Cha
+6
AC 41
Fort +30
Ref +29
Will +32
+1 status to all saves vs. primal
HP 315
Immunities paralyzed, poison, sleep
Speed 50 feet, fly 200 feet, swim 50 feet (forest passage, trackless journey)
Offense
Melee Jaws (magical, poison, reach-20, unarmed) +33, Damage 3d12+15 piercing plus 4d4 poison
Melee Claw (agile, magical, reach-15, unarmed) +33, Damage 3d10+15 slashing
Melee Tail (magical, reach-25) +31, Damage 3d10+13 bludgeoning
Melee Horn (magical, reach-20, unarmed) +31, Damage 2d10+13 piercing
Abilities
Camouflage — The dragon can Hide in natural environments even if they don't have cover.
+1 Status to All Saves vs. Primal —
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.
Miasma (aura, poison) — 20 feet. After the dragon uses their Poison Breath, a cloud of poison gas continues to emanate from their body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 Fortitude save).
Any creature in the miasma is Concealed and treats other creatures as concealed. The dragon can see through this concealment.
Any creature in the miasma is Concealed and treats other creatures as concealed. The dragon can see through this concealment.
Twisting Tail —
Forest Passage — The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress.
Impaling Charge —
Poison Breath (poison, primal) — The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 Fortitude save).
They can't use Poison Breath again for 1d4 rounds.
They can't use Poison Breath again for 1d4 rounds.
Trackless Journey — The horned dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.
Primal Prepared Spells DC 39, attack +33
8th Desiccate, Punishing Winds
7th Execute, Mask of Terror
6th Field of Life, Tangling Creepers, Truesight
5th Toxic Cloud
4th Hydraulic Torrent, Mountain Resilience, Unfettered Movement
3rd Slow, Veil of Privacy (×3), Wall of Thorns
2nd Dispel Magic (×2), Humanoid Form, One with Plants, Sound Body
1st Gust of Wind, Vanishing Tracks, Ventriloquism
Cantrips (8th) Detect Magic, Know the Way, Light, Read Aura, Tangle Vine
Primal Innate Spells DC 39, attack +31
6th Dominate
4th Suggestion
2nd Entangling Flora (At Will) (×1)
1st Charm (At Will)
WORKS WELL WITH
SnareLAND / AQUATIC / AERIALA controller that restrains fleeing targets keeps them inside the Miasma cloud instead of escaping the lingering poison damage.
SniperLAND / AQUATIC / AERIALA ranged ally adds pressure on anyone who breaks from melee range to avoid the dragon's extreme reach and Impaling Charge.
WeaverLAND / AQUATIC / AERIALA support caster layering more Will-save effects compounds the tempo loss from Frightful Presence on an already-frightened party.
PUNISHES
✖ clumping✖ low Fort✖ low Will
Avoid a second gargantuan brute; the dragon's reach and breath radius already dominate the entire battlefield without room for another zone-controlling giant.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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