Dragon, Primal, Magma, Adult
Combat Stats
- Melee
- bite +22 (2d6+12/19-20 plus 6 fire), 2 claws +22 (1d8+8/19-20), tail slap +17 (1d8+12), 2 wings +17 (1d6+4)
- Space
- 10 ft.
- Reach
- 5 ft. (10 ft. with bite)
- DR
- 5/magic
- SR
- 23
- Aura
- frightful presence (180 ft., DC 20)
Ability Scores
Special Attacks
breath weapon (40-ft. cone, 12d6 fire, DC 22)
Special Qualities
superheated
Feats
Great Fortitude, Improved Critical (claws), Improved Critical (claws), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
When using the weapon you selected, your threat range is doubled.
When using the weapon you selected, your threat range is doubled.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Skills
Acrobatics +16 (+20 jump), Climb +26, Escape Artist +16, Fly +13, Intimidate +21, Perception +22, Sense Motive +22, Sleight of Hand +16, Stealth +15, Swim +26
Spells
- Type
- Dragon
- Alignment
- CN
- Size
- Large
- Senses
- dragon senses; Perception +22
- Aura
- frightful presence (180 ft., DC 20)
- Languages
- Common, Draconic, Dwarven, Elven, Ignan
- Source
- Bestiary 2