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Cinder Dragon (Ancient, Spellcaster)

CREATURE 19

Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder dragons' appearance evokes their flame, often in scales with mixed patterns of red, orange, and yellow. Many cinder dragons dwell in active volcanoes and similarly fiery locales. Cinder dragons prefer treasures that can withstand the heat of their bodies and lairs, with gemstones, gold, and silver common among their hoards.


Perception +35; darkvision, scent (imprecise) 60 feet; smoke vision
Languages Common, Draconic, Pyric
Skills Acrobatics +30, Athletics +38, Diplomacy +35, Intimidation +37, Nature +36, Stealth +37
Str +10, Dex +4, Con +8, Int +5, Wis +6, Cha +7
Smoke Vision

Smoke doesn't impair a cinder dragon's vision; they ignore the Concealed condition from smoke.


AC 42; Fort +34, Ref +30, Will +32
HP 425; Immunities fire, paralyzed, sleep; Weaknesses cold 20
+2 Status to All Saves vs. Primal
Boiling Blood (fire)
Trigger The dragon is critically hit with a melee attack

Effect The dragon's superheated blood spills onto the attacker. The target takes 10d6 fire damage (DC 41 basic Reflex save).
Dragon Heat (aura, fire, primal)

5 feet. 4d6 fire damage (DC 37 basic Reflex save)

Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 39 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.

Reactive Strike (Jaws only)

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.


Speed 60 feet, fly 180 feet
Melee Jaws +36 (fire, magical, reach 20), Damage 1d8 fire plus 4d12+12 piercing
Melee Horn +34 (magical, reach 20), Damage 3d12+16 piercing
Melee Claw +36 (agile, magical, reach 15), Damage 4d10+12 slashing
Melee Tail +34 (magical, reach 25), Damage 4d8+12 bludgeoning
Melee Wing +34 (agile, magical, reach 20), Damage 4d8+12 slashing
All Becomes Flame (curse, fire, primal)

The dragon curses a creature within 60 feet to have its magic replaced with primordial flames. The creature must attempt a DC 39 Will save. Regardless of the result, the target becomes temporarily immune for 1 day.


Critical Success The creature is unaffected.

Success The creature is cursed for 1 round. While cursed, any damage the cursed creature would deal by any means becomes fire damage, regardless of the original damage type. The cursed creature can temporarily suppress the curse for 1 round as an action.

Failure As success, but the curse's duration is 1 hour.

Critical Failure As success, but the curse's duration is 1 day.

Pyre Breath (fire, primal)

The dragon breathes a blast of flame that deals 18d6 fire damage in a 60-foot cone (DC 41 basic Reflex save). Creatures that critically fail their save catch fire, taking 2d6 persistent fire damage. The area then fills with black smoke for 1 minute. This has the effects of mist, except it fills the cone's area. The dragon can't use Pyre Breath again for 1d4 rounds.

Stoke the Flames (fire, primal)

The dragon intensifies nearby fires. Every foe within 60 feet that is taking persistent fire damage takes 5d6 fire damage.

Pathfinder Monster Core 2ORC