Barbtongued WyvernCreature 18
Source Pathfinder Kingmaker
Perception +29 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +34, Athletics +35, Stealth +30
Str +9, Dex +6, Con +8, Int +0, Wis +3, Cha +4
AC 42; Fort +34; Reflex +30; Will +27;
HP 330
Speed 30 feet (fly 100 feet)
Immunities paralyzed, unconscious
Fangs +35 (+30, +25) to hit (reach 10) 3d12 + 17 Piercing
Barbed Tongue +35 (+30, +25) to hit (reach 30) 3d6 + 17 Slashing
Stinger +35 (+31, +27) to hit (agile, reach 20) 3d10 + 17 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Scent (Imprecise) 30 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Attack of OpportunityTrigger 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.
SavageTrigger A creature Grabbed by the wyvern critically fails a skill check to Escape.
Effect The wyvern makes a stinger Strike against the triggering creature.
Barbtongued Wyvern Venom (poison)Saving Throw DC 40 fortitude
Maximum Duration 6 rounds
Stage 1 5d12 poison damage and Clumsy 1 (1 round)
Stage 2 6d12 poison damage and Clumsy 2 (1 round)
Stage 3 7d12 poison damage and Clumsy 3 (1 round)
Pin to the SkyWith incredible force, the barbtongued wyvern whips its tongue and flings barbs from its length. Up to two creatures within 200 feet of the wyvern can be targeted; each creature must attempt a DC 40 reflex save. The barbtongued wyvern can't use Pin to the Sky again until its next turn.
Critical Success The target is unaffected.
Success The target takes 2d12 + 3 piercing damage.
Failure The target takes 5d12 piercing damage and is pinned in place, fastened to the underlying magical nature of Thousandbreaths by the barbs (even if not adjacent to a solid surface). It is Immobilized until it Escapes. If the creature is under the effects of a spell that would prevent it from being immobilized, Thousandbreaths first attempts a Counteract check against the spell (+27).
Critical Failure As failure, but the target takes 10d12 piercing damage and is Slowed 1 until it escapes.
Reel InRequirements The wyvern has a creature Grabbed in its tongue.
Effect The wyvern moves the creature up to 20 feet closer to it.
Ripping GrabRequirements The wyvern's last action was a success with a barbed tongue Strike, or it has a creature Grabbed using this action.
Effect If the target was Immobilized by Pin to the Sky, the wyvern first painfully rips it free of the effect, dealing 4d12 piercing damage. Regardless of whether or not the target was previously immobilized, the wyvern Grabs the target until the end of the monster's next turn. The wyvern can't use its tongue to Strike creatures until the Grab ends. Using Ripping Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creature if the barbtongued wyvern moves away from it.
A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern's resilient body allows it to crash talons-first into large prey without serious risk to itself. A wyvern uses its momentum to stun its target before injecting it with searing venom or carrying it over the side of a nearby cliff. Because a wyvern lacks the strength to haul its prey all the way to its nest intact, it is far more likely to lift and drop its victim over a gully or canyon and let gravity do its work before it descends to pick apart the carcass.
Conversation is of little interest to a wyvern, as the creature typically speaks only to taunt its prey, issue territorial claims, or demand tribute. Even so, many wyverns enjoy grim humor and tales of violent acts, particularly if those acts were committed by the storyteller. A wyvern properly appeased with meat, entertainment, and treasure sometimes agrees to provide assistance ranging from giving directions to serving as a mount for a powerful humanoid. However, these arrangements rarely last more than a few weeks before the wyvern's pride, malice, or insolence inspires it to flee or even betray its allies. Only the truly cruel can cow a wyvern into servitude for an extended period, as most wyverns are so self-interested that they go out of their way to avoid helping others.
Ravenous, bestial, and driven by instinct-drakes are primitive draconic monsters who bear a fraction of the terrifying might of their larger cousins but little (if any) of the cunning. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties-small social groups fittingly called "rampages"-makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.
Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them only their formidable jaws and thick-scaled tails with which to attack if engaged at melee range. Most drakes would rather avoid close combat, however, preferring to use their breath weapons to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.