Underworld Archdragon

Level 19
Creature· arcaneRareGargantuanRemaster
AC
45
HP
430
Speed
50 ft.
Perception
+35
Fort
+35
Ref
+30
Will
+32
Immunities fire, paralyzed, sleep
Weaknesses earth 20
Languages common, draconic, petran, pyric, sakvroth
Senses darkvision, scent 60 ft. (imprecise)
Skills athletics +40, crafting +39, intimidation +38, arcana +37, deception +36, nature +35, stealth +34, survival +34, acrobatics +32
Other Speeds burrow 80 ft., fly 100 ft.
Recall Knowledge DC 44 (arcana)

Attacks

Melee Jaws +39 (fire, magical, reach 20 ft.), Damage 4d10+16 piercing plus 4d6 fire
Melee Claw +39 (agile, magical, reach 15 ft.), Damage 4d10+16 slashing
Melee Tail +39 (magical, reach 30 ft.), Damage 4d10+16 bludgeoning

Abilities

Smoke Visioninteraction

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

+1 Status to All Saves vs. Magic
Countered by Water

If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage. This limitation ends if the dragon uses Exploding Red Breath.

Effect: Countered by Water

Fed by Wood

When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant or wood trait, the dragon's internal fiery essences are stoked with the added fuel. Their Exploding Red Breath recharges, and the fire damage from the dragon's jaws deals an additional die of damage until the end of the dragon's next turn.

Effect: Fed by Wood

Frightful Presence

90 feet. DC 42 will


Sweltering Heat

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.

Adamantine Claws

Frequency one per hour


Effect The dragon infuses their body with adamantine. For the next minute, their melee Strikes are treated as adamantine and ignore half the Hardness of any object hit.

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 can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures Grabbed or Restrained at a time; one in each of their front claws, and a last with their tail.

Constrict

(4d10+10)[bludgeoning], DC 42 fortitude


Draconic Momentum

The dragon recharges Exploding Red Breath whenever they score a critical hit with a Strike.

Exploding Red Breath◆◆

The dragon breathes a blast of fire that explodes in a 40-foot burst within 75 feet, dealing 22d6 fire damage (DC 42 reflex save). Creatures that fail the save also take 4d6 persistent fire damage. The dragon can't use Exploding Red Breath again for .

Scorch Earth◆◆

The dragon plunges their body into the ground, Burrows up to their burrow Speed, and then scorches the land within a 60-foot emanation. Creatures underground or on the surface in the area take 10d6 fire damage (DC 42 fortitude save). A creature that critically fails also becomes Enfeebled 1 for 1 minute.

Volcanic Fumes◆◆

Frequency once per day


Effect Toxic smoke erupts from the dragon in a 30-feet emanation. All creatures within the area take 6d12 fire damage and 6d12 poison damage (DC 42 fortitude save). The dragon can Sustain the emanation, and any creature that ends their turn in the area without holding their breath takes 6d12 poison damage (DC 42 fortitude save); this is an inhaled poison effect.

If there are any imperial dragons who benefited from moving out of their native elemental plane, it's underworld dragons. Once related solely to the element of fire, early underworld dragons harnessed elemental forces through arcane means for reasons no longer remembered. With each subsequent generation, both their arcane power and mastery over the elements grew. Their efforts were later bolstered by their studies in alchemy, which allowed dragons to cultivate themselves even further with various mutagens and elixirs.

Today, though their nature is primarily still connected with the element of fire, an underworld dragon can consume wood with ease, threaten entire regions with quakes, lay claim to the minerals and gems in the rocks and stone, and die to form volcanoes that create more land masses. Some even flippantly snort at the lapping waves of the sea, not fearing any retaliation from the sea dragon nations nor their kings. Though their powers might be relatively weaker than another imperial dragon of the same age, their mastery of many elements and the arcane arts makes underworld dragons formidable opponents.