Dragon, Primal, Umbral, Ancient
Description
Cruel and sadistic, umbral dragons prefer the taste of undead flesh or ghostly ectoplasm, yet never turn down opportunities to consume living flesh.
Combat Stats
- Melee
- bite +33 (4d6+18/19-20), 2 claws +33 (2d8+12), tail slap +31 (2d8+18), 2 wings +31 (2d6+6)
- Space
- 20 ft.
- Reach
- 15 ft. (20 ft. with bite)
- DR
- 15/magic
- SR
- 30
- Aura
- frightful presence (300 ft., DC 29)
Ability Scores
Special Attacks
breath weapon (60-ft. cone, 20d8 neg. energy, DC 29)
create shadows
crush
shadow breath (10 Str)
tail sweep
Special Qualities
ghost bane
umbral scion
Feats
Bleeding Critical, Critical Focus, Flyby Attack, Greater Vital Strike, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
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 four times 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.
A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
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.
The creature's secondary attacks with natural weapons take only a –2 penalty.
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.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
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
Appraise +35, Bluff +35, Diplomacy +35, Fly +13, Knowledge (arcana, local, planes, religion) +35, Perception +35, Sense Motive +35, Spellcraft +35, Stealth +21, Survival +35
Spells
- Type
- Dragon
- Alignment
- CE
- Size
- Gargantuan
- Senses
- dragon senses; Perception +35
- Aura
- frightful presence (300 ft., DC 29)
- Languages
- Abyssal, Common, Draconic, Undercommon, 4 more
- Source
- Bestiary 2