Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(Pathfinder 2e) (Adult Underworld Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Adult Underworld Dragon)
Ability
Ability
+1 status to all saves vs. magic
Ability
Adamantine Claws
The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit.
Ability
Arcane Innate Spells
DC 30, attack +24; 4th continual flame, wall of fire; Cantrips (4th) detect magic
Ability
Breath Weapon
(arcane, evocation, fire) The dragon breathes a blast of fire that explodes in a 25-foot burst within 50 feet, dealing 10d6 fire damage (DC 30 basic Reflex save). Creatures that fail the save also take 2d6 persistent fire damage. The dragon can't use Breath Weapon again for 1d4 rounds.
Ability
Coiling Frenzy
The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target.
Ability
Countered by Water
1 circumstance penalty to attack rolls, their jaws Strikes don't deal fire damage, and also lose their sweltering heat aura. This limitation ends if the dragon uses Breath Weapon.
Ability
Draconic Momentum
The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
Ability
Fed by Wood
When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 28
Ability
Greater Constrict
2d8+10 bludgeoning, DC 30
Ability
Smoke Vision
Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke.
Ability
Sweltering Heat
(arcane, aura, evocation, fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 28 Fortitude saving throw or become fatigued while it remains in the aura.
Offense
Melee
Circumstance: combat round (melee)
jaws +24 [+19/+14] (magical, reach 10 feet), Damage 2d8+13 piercing plus 2d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Common
Draconic
Undercommon
Perception
darkvision
scent (imprecise) 60 feet
smoke vision

Actions/Abilities/Traits:
(Pathfinder 2e) (Ancient Underworld Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Ancient Underworld Dragon)
Ability
Ability
+1 status to all saves vs. magic
Ability
Adamantine Claws
The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit.
Ability
Arcane Innate Spells
DC 37; 8th continual flame, wall of fire; Cantrips (8th) detect magic
Ability
Breath Weapon
(arcane, evocation, fire) The dragon breathes a blast of fire that explodes in a 30-foot burst within 60 feet, dealing 14d6 fire damage (DC 39 basic Reflex save). Creatures that fail the save also take 3d6 persistent fire damage. The dragon can't use Breath Weapon again for 1d4 rounds.
Ability
Coiling Frenzy
The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target.
Ability
Countered by Water
1 circumstance penalty to attack rolls, their jaws Strikes don't deal fire damage, and also lose their sweltering heat aura. This limitation ends if the dragon uses Breath Weapon.
Ability
Draconic Momentum
The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
Ability
Fed by Wood
When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 35
Ability
Greater Constrict
3d10+9 bludgeoning, DC 37
Ability
Scorch Earth
(arcane, evocation, fire) The dragon plunges their body into the ground, Burrows up to their Speed, and then scorches the land within a 60-foot emanation. Creatures underground or on the surface in the area take 8d6 fire damage (DC 37 basic Fortitude save), and those who critically fail become enfeebled 1 for 1 minute.
Ability
Smoke Vision
Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke.
Ability
Sweltering Heat
(arcane, aura, evocation, fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 35 Fortitude saving throw or become fatigued while it remains in the aura.
Offense
Melee
Circumstance: combat round (melee)
jaws +32 [+27/+22] (magical, reach 15 feet), Damage 3d10+16 piercing plus 3d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Common
Draconic
Ignan
Terran
Undercommon
Perception
darkvision
scent (imprecise) 60 feet
smoke vision

Actions/Abilities/Traits:
(Pathfinder 2e) (Young Underworld Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Young Underworld Dragon)
Ability
Adamantine Claws
The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit.
Ability
Arcane Innate Spells
DC 25; 2nd continual flame; Cantrips (2nd) detect magic
Ability
Breath Weapon
(arcane, evocation, fire) The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing 7d6 fire damage (DC 25 basic Reflex save). Creatures that fail the save also take 1d6 persistent fire damage. The dragon can't use Breath Weapon again for 1d4 rounds.
Ability
Coiling Frenzy
The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target.
Ability
Constrict
2d8+4 bludgeoning, DC 25
Ability
Countered by Water
1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage. This limitation ends if the dragon uses Breath Weapon.
Ability
Draconic Momentum
The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
Ability
Fed by Wood
When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 23
Ability
Smoke Vision
Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke.
Offense
Melee
Circumstance: combat round (melee)
jaws +18 [+13/+8] (reach 10 feet), Damage 2d8+8 piercing plus 1d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Common
Draconic
Undercommon
Perception
darkvision
scent (imprecise) 60 feet
smoke vision