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Adamantine Archdragon

The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.

Recall Knowledge - Dragon (Arcana): DC 47
Unspecific Lore: DC 45
Specific Lore: DC 42

Elite | Normal | Weak
Proficiency without Level

Adamantine ArchdragonCreature 21

Rare Gargantuan Dragon Primal 
Source Draconic Codex pg. 42
Perception +14; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet
Languages Aklo, Common, Draconic, Fey, Petran, Sakvroth, Talican
Skills Acrobatics +14, Athletics +21, Intimidation +15, Mining Lore +13, Nature +14, Survival +16
Str +10, Dex +5, Con +9, Int +5, Wis +6, Cha +7
AC 24; Fort +19, Ref +11, Will +14; +2 status to all saves vs. primal
HP 400; Immunities paralyzed, petrified, sleep; Resistances physical 20 (except adamantine)
Abandon Armor Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds.Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 20Resilient Form [reaction] Trigger The dragon is critically hit with a weapon or unarmed attack; Effect The archdragon's scales ward off deadly attacks. The dragon attempts a DC -7 flat check. On a success, the triggering attack becomes a normal hit.
Speed 50 feet, burrow 60 feet, fly 200 feet
Melee [one-action] jaws +18 [+13/+8] (magical, reach 20 feet), Damage 4d12+18 piercing plus Improved GrabMelee [one-action] claw +18 [+14/+10] (agile, magical, reach 15 feet), Damage 4d8+18 slashing plus KnockdownMelee [one-action] tail +16 [+11/+6] (magical, reach 25 feet), Damage 4d10+18 bludgeoningRanged [one-action] rock +16 [+11/+6] (brutal, range increment 150 feet), Damage 4d8+18 bludgeoning plus adamantine weightAdamantine Body The dragon's unarmed melee Strikes are adamantine.Adamantine Weight (earth, metal, primal) The dragon shapes rocks even after it throws them, capturing its prey. The creature struck must succeed at a DC 23 Reflex save or be immobilized. Creatures remain immobilized until they Escape and immediately fall if they're flying. The weight can be destroyed as an object with 40 Hit Points and 20 Hardness.Avalanche Breath [two-actions] (primal) The dragon belches a mass of boulders that deals 17d8 bludgeoning damage in a 50-foot cone (DC 23 basic Reflex save). They can't use Avalanche Breath again for 1d4 rounds.Burrowing Pounce [three-actions] Requirements The dragon is burrowed; Effect The dragon Burrows, then Leaps out of the ground, landing at a point within 40 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked prone.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum The dragon recharges their Avalanche Breath whenever they score a critical hit with a Strike.Fast Swallow [reaction] Trigger The dragon Grabs a creature; Effect The dragon uses Swallow Whole.Rock Tunneler The dragon can burrow through solid stone at a Speed of 40 feet. They can leave a tunnel behind if they desire.Sky Below Stone [two-actions] (metal, primal) An eruption of skymetal blades churns the earth in a 40-foot emanation. The area becomes difficult terrain and creatures touching the ground take 8d8 slashing damage (basic DC 24 Reflex save). Creatures that fail the save are knocked prone and moved 20 feet in a direction of the dragon's choice.Swallow Whole [one-action] Large, 4d12+12 bludgeoning, Rupture 40Throw Rock [one-action]

All Monsters in "Dragon, Adamantine"

NameLevel
Adamantine Archdragon21
Adult Adamantine Dragon13
Ancient Adamantine Dragon18
Young Adamantine Dragon9

Dragon, Adamantine

Source Monster Core pg. 108 1.1
The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.

Dragon

Related Groups Dragon, Barrage, Dragon, Bog, Dragon, Brine, Dragon, Cinder, Dragon, Cloud, Dragon, Conspirator, Dragon, Coral, Dragon, Crystal, Dragon, Delight, Dragon, Despair, Dragon, Diabolic, Dragon, Empyreal, Dragon, Executor, Dragon, Forest, Dragon, Fortune, Dragon, Horned, Dragon, Magma, Dragon, Mirage, Dragon, Mocking, Dragon, Oath, Dragon, Omen, Dragon, Phase, Dragon, Requiem, Dragon, Resurrection, Dragon, Rime, Dragon, Rune, Dragon, Sage, Dragon, Sea, Dragon, Sky, Dragon, Sovereign, Dragon, Stormcrown, Dragon, Time, Dragon, Umbral, Dragon, Underworld, Dragon, Vizier, Dragon, Vorpal, Dragon, Wailing, Dragon, Whisper, Dragon, Wish, Dragonet, Wyrmwraith
Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.

Draconic Spellcasters

Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.

Sidebar - Locations Adamantine Dragon Lairs

Adamantine dragons live primarily in mountains, canyons, and other rocky terrain. Reaching their lairs can be difficult, as an adamantine dragon usually digs from wherever they are to reach their lair. This creates vast networks of tunnels that can be confusing. The hoard of an adamantine dragon is generally littered with gemstones and precious metals they find during their digs. As such, adamantine dragons generally prefer other gifts, with many adamantine dragons being fond of interesting tales and memorable songs over more material possessions

Sidebar - Advice and Rules Adamantine Dragon Spellcasters

Adamantine dragon spellcasters tend to cast the following spells.

Young Adamantine Dragon

Primal Prepared Spells DC 28, attack +21; 4th shape stone, unfettered movement; 3rd earthbind, one with stone, slow; 2nd darkness, shatter, water walk; 1st air bubble, tailwind, vanishing tracks; Cantrips (4th) caustic blast, detect magic, know the way, sigil, tangle vine

Adult Adamantine Dragon

Primal Prepared Spells DC 34, attack +27; As young adamantine dragon, plus 6th petrify, tangling creepers; 5th impaling spike, magic passage, speak with stones; 4th vapor form; Cantrips (6th) caustic blast, detect magic, know the way, sigil, tangle vine

Ancient Adamantine Dragon

Primal Prepared Spells DC 41, attack +36; As adult adamantine dragon, plus 8th earthquake, desiccate, moment of renewal; 7th mask of terror, regenerate, volcanic eruption; 6th field of life; Cantrips (8th) caustic blast, detect magic, know the way, sigil, tangle vine

Adamantine Archdragon

Primal Prepared Spells DC 44, attack +36; As ancient adamantine dragon plus 9th implosion, falling stars; Cantrips (9th) caustic blast, detect magic, know the way, sigil, tangle vine

No Icon Alternate Abilities

You can create a more unusual adamantine dragon by substituting any one of the following abilities for Burrowing Pounce, Draconic Frenzy, or Frightful Presence.

Cratering Smash [two-actions] The dragon smashes itself into the ground, cratering the earth in a 10-foot deep, 60-foot wide emanation. Creatures in the area are thrown into the air and must attempt a Reflex save with a DC equal to the dragon's Avalanche Breath.
Critical Success The creature lands on its feet.
Success The creature lands prone.
Failure The creature lands prone and takes 1d6 damage per every two levels of the dragon.
Critical Failure As failure, and the dragon can make a jaws Strike against the creature as a free action. It can only attack one creature that critically failed its save.

Magnetic Roar [two-actions] (metal, primal) With a mighty roar, the dragon attracts metal in a 60-foot emanation. Any unattended metal object of 1 Bulk or less flies to the dragon and sticks to their hide, granting a +2 item bonus to AC for 1 minute. Any creature holding a metal object of 1 Bulk or less must attempt at a Fortitude save with a DC equal to the dragon's Avalanche Breath DC or have their item pulled to the dragon and stuck for 1 round. A creature wearing metal armor instead must succeed at a Fortitude save against the DC + 2 or be pulled, taking 1d6 bludgeoning damage for every 10 feet it was moved, and become magnetically stuck to the dragon for 1 round. An object or creature can be unstuck with an Interact action.

Petrifying Blow (metal, primal) The adamantine dragon's attacks can turn creatures into sculptures to add to their hoard. A creature critically hit by the dragon's claw or jaw Strike must attempt a Fortitude save with a DC equal to the dragon's Frightful Presence. On a successful save, the creature is temporarily immune for 1 minute.
Critical Success The creature is unaffected.
Success The creature is slowed 1.
Failure The creature is slowed 2.
Critical Failure The creature is petrified permanently into adamantine.

Repelling Blast [two-actions] (metal, primal); Frequency one per day; Effect The dragon expels scales from their body in a 50-foot emanation. Creatures in the area take slashing damage equal to the dragon's Avalanche Breath (with a basic Reflex save of the same DC). The dragon receives the modifiers of Abandon Armor regardless of their Hit Points until after a night of rest. Scything Wings [two-actions] ; Requirements The dragon has their Speed increased by Abandon Armor; Effect The dragon Flies and makes up to two claw attacks against different creatures along their flight.

Sidebar - Related Creatures Trivorrin

The adamantine dragon Trivorrin is a well-known threat to the wandering groups of Numeria. Residing in his home within the massive rift known as the First Blade's path, Trivorrin acts as a sort of arbiter for the various clans and tribes of the region. Anyone who brings offerings of technological wonders from across Numeria earns safe passage and protection from the dragon, making his home a neutral ground for clan politics. Trivorrin has been stockpiling technology for centuries in an attempt to build a secret invention of his own.