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Desert DrakeCreature 8


NELargeDragonEarth
Source Pathfinder Bestiary
Perception +15 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +17, Athletics +18, Intimidation +13, Stealth +15, Survival +15
Str +6, Dex +3, Con +5, Int -1, Wis +3, Cha +1

AC 27; Fort +17; Reflex +15; Will +13;
HP 135
Speed 20 feet (burrow 20 feet, fly 50 feet)
Immunities paralyzed, unconscious
Resistances Electricity 16

Fangs One Action +20 (+15, +10) to hit 1d6 Electricity + 2d12+8 Piercing
Tail One Action +20 (+15, +10) to hit (reach 10) 2d10+8 Bludgeoning

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 feet

Scent 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.

Wing Deflection Reaction

Trigger The desert drake is targeted with an attack.


Effect The desert drake raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time it is attacked, it descends 10 feet after the attack is complete.

Draconic Frenzy Two Actions

The desert drake makes two Fangs Strikes and one Tail Strike in any order.

Sandstorm Breath Two Actions (arcane, electricity, evocation)

The desert drake spits a ball of electrically charged sand to a range of 60 feet that explodes into a cloud with a 15-foot burst. Creatures in the area take 9d6 electricity damage (DC 27 basic reflex save). The cloud remains for 1d4 rounds, granting Concealment to everything within.

The desert drake can't use Sandstorm Breath again for 1d6 rounds.

Speed Surge One Action (move)

The desert drake moves up to twice its Speed. It can do this three times per day.

Surprise Attacker

On the first round of combat, creatures that haven't acted yet are Flat-Footed to the desert drake.

Push One Action

Requirements The monster's last action was a success with a Strike that lists Push in its damage entry.


Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.


Distant cousins of blue dragons that lack their relatives' magical talents and intelligence, these desert-dwelling drakes are nonetheless dangerous ambush predators, preying upon isolated desert travelers and outposts for food and supplies. They retain their true-blooded forebears' resistance to electricity and affinity for sandy environs. Desert drakes' scales range in coloration from rust-brown to light tan and ocher shades, mimicking the colors of the dunes they call home.

Desert drakes are among the lightest and most compact of the drakes, though this shouldn't be mistaken for frailty. Their swooped-back horns and feather-thin wings are adapted to make burrowing as easy as possible. Indeed, a desert drake's powerful neck makes wriggling through sand and other loose scree as easy as walking for it.


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

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.