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Cinder Archdragon

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.

Recall Knowledge - Dragon (Arcana): DC 49
Unspecific Lore: DC 47
Specific Lore: DC 44

Elite | Normal | Weak
Proficiency without Level

Cinder ArchdragonCreature 22

Rare Gargantuan Dragon Fire Primal 
Source Draconic Codex pg. 46
Perception +17; darkvision, scent (imprecise) 60 feet, smoke vision
Languages Common, Draconic, Pyric
Skills Acrobatics +13, Athletics +21, Diplomacy +18, Intimidation +20, Nature +18, Stealth +20
Str +10, Dex +5, Con +8, Int +6, Wis +7, Cha +8
Smoke Vision Smoke doesn't impair a cinder dragon's vision; they ignore the concealed condition from smoke.
AC 25; Fort +16, Ref +12, Will +14; +2 status to all saves vs. primal
HP 525; Immunities fire, paralyzed, sleep; Weaknesses cold 20
Dragon Heat (aura, fire, primal) 5 feet, 5d6 fire damage (DC 18 basic Reflex)Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 20Boiling Blood [reaction] (fire) Trigger The dragon is critically hit with a melee attack; Effect The dragon's superheated blood spills onto the attacker. The target takes 12d6 fire damage (DC 23 basic Reflex save).Reactive Strike [reaction] Jaws only
Speed 70 feet, fly 210 feet
Melee [one-action] jaws +19 [+14/+9] (fire, magical, reach 20 feet), Damage 4d12+16 piercing plus 2d6 persistent fireMelee [one-action] horn +17 [+12/+7] (magical, reach 20 feet), Damage 3d12+20 piercingMelee [one-action] claw +19 [+15/+11] (agile, magical, reach 15 feet), Damage 4d10+16 slashingMelee [one-action] tail +17 [+12/+7] (magical, reach 25 feet), Damage 4d8+16 slashingMelee [one-action] wing +17 [+13/+9] (agile, magical, reach 20 feet), Damage 4d8+16 slashingAll Becomes Flame [one-action] (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 21 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.
Blazing Wind [three-actions] Requirements The dragon is able to use their Pyre Breath; Effect The dragon Flies up to their Speed in a straight line. At the end of their movement, a superheated gale blows out ahead of them in a 200-foot line that's 20 feet wide. Structures and vehicles might collapse or catch fire in the whirling inferno, as earthquake. In addition, any creature in the area must attempt a DC 23 Fortitude save. This ability counts as a use of the dragon's Pyre Breath.
Critical Success The creature is unaffected.
Success The creature takes 8d6 fire damage.
Failure The creature takes 16d6 fire damage and is knocked prone.
Critical Failure As failure, plus metal items are superheated and wooden items catch fire. The object takes 5d6 persistent fire damage, as does the creature wearing or holding it, though they can drop or take off the item to avoid taking the damage.
Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one wing Strike in any order.Draconic Momentum The dragon recharges their Pyre Breath whenever they score a critical hit with a Strike.Pyre Breath [two-actions] (fire, primal) The dragon breathes a blast of flame that deals 22d6 fire damage in a 70-foot cone (DC 23 basic Reflex save). Creatures who critically fail their save catch on 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 [one-action] (fire, primal) The dragon intensifies nearby fires. Every foe within 60 feet taking persistent fire damage takes 6d6 fire damage.

All Monsters in "Dragon, Cinder"

NameLevel
Adult Red Dragon14
Ancient Red Dragon19
Cinder Archdragon22
Young Red Dragon10

Dragon, Cinder

Source Monster Core 2 pg. 118
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.

Dragon

Related Groups Dragon, Adamantine, Dragon, Barrage, Dragon, Bog, Dragon, Brine, 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.

No Icon Alternate Abilities

Some cinder dragons burn more or less fiercely, giving them different abilities than most of their kind. You can adjust a cinder dragon of any age by substituting Draconic Frenzy, Frightful Presence, or Stoke the Flames for any one of the following abilities.

Cloud of Ashes [one-action] (primal) The dragon blows a cloud of ashes and smoke out through their scales, surrounding themself in a 15-foot emanation that lasts until the end of their next turn. All creatures within the cloud become concealed to both sight and scent, and all creatures outside the cloud are concealed to creatures within it. Any creature that enters the area or begins its turn in the area must attempt a Fortitude save with a DC equal to the dragon’s Pyre Breath.
Success The creature is unaffected.
Failure The creature begins coughing and until the start of its next turn it must succeed at a DC 5 flat check if it attempts any action that requires it to speak, or it loses the action.
Critical Failure As failure, plus it must immediately spend its next action coughing. Inextinguishable Aura (aura, fire, misfortune, primal) 90 feet. Flames burn underwater in this aura and cannot be doused by non-magical water. When a creature within this aura attempts a flat check to end persistent fire damage, it must roll twice and take the worse result.

Inflame Emotions [two-actions] (aura, fire, mental, primal) The dragon sends out a wave of heat that inflames emotions with 90 feet. Creatures within it must attempt a Will save with a DC equal to the dragon’s Frightful Presence DC. Regardless of the results, they are then immune to Inflame Emotions for 1 minute.
Critical Success The creature can spend a reaction to make a melee Strike against a target of its choice.
Success The creature is unaffected.
Failure The creature immediately makes a melee Strike against a target of the dragon’s choice. The creature cannot use reactions until the start of its next turn.