Library / Bestiary

Dragon, Primal, Magma, Young

CR 8.00 Dragon CN Medium
STR
21
DEX
14
CON
17
INT
14
WIS
14
CHA
13
HP
85 (9d12+27)
AC
22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
Speed
40 ft., fly 150 ft. (average)
Init
+6
Melee
bite +17 (1d8+12 plus 3 fire), 2 claws +17 (1d6+8), 2 wings +12 (1d4+4)
BAB
+9
CMB
+14
CMD
26 (30 vs. trip)
Fort
+11
Ref
+8
Will
+10

breath weapon (30-ft. cone, 6d6 fire, DC 17)

superheated

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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.</p>

Vital Strike from Feat

<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>

Acrobatics +11 (+15 jump), Climb +17, Fly +14, Intimidate +13, Perception +14, Sense Motive +14, Stealth +14, Swim +17

spell-like abilities:
At will—Burning Hands
spells known:
1st (4/day)—Flare Burst, 1st (4/day)—Grease, At will—Bleed, At will—Detect Magic, At will—Open/Close, At will—Spark
Details
Type
Dragon
Alignment
CN
Size
Medium
Senses
dragon senses; Perception +14
Languages
Common, Draconic, Ignan
Source
Bestiary 2
Sources Used in This Record
12 House/Core
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Burning Hands (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Flare Burst (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Grease (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bleed (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Open/Close (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Spark (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.