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Drake CourserCreature 12


UncommonCNLargeColdDragon
Source Pathfinder #167: Ready? Fight!
Perception +22 (darkvision, scent (imprecise) 30 feet, snow vision)
Languages Draconic, Tien
Skills Acrobatics +27, Athletics +23, Intimidation +19
Str +5, Dex +7, Con +5, Int -1, Wis +4, Cha +1

AC 32; Fort +23; Reflex +25; Will +18;
HP 230
Speed 35 feet (climb 35 feet, fly 65 feet, swim 35 feet)
Immunities cold, paralyzed, unconscious
Weaknesses Fire 15

Fangs One Action +25 (+20, +15) to hit 1d6 Cold + 3d12+11 Piercing
Tail One Action +25 (+20, +15) to hit (reach 10) 3d10+11 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.

Snow Vision

Snow doesn't impair a drake courser's vision; it ignores concealment from snowfall.

Attack of Opportunity Reaction

Tail only. On a critical hit, the target is knocked Prone; if the target was using a move action, its movement ends.


Trigger 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.

Battle Dance Two Actions

The drake courser makes two fangs Strikes and one tail Strike in any order. It can replace any of these Strikes with Demoralize or Step.

Buffeting Surge One Action (move)

Frequency three times per day


Effect The drake courser moves up to twice its Speed. It can attempt to Trip with its tail once at any point during its movement.

Freezing Mist Breath Two Actions (arcane, cold, evocation)

The drake spits a ball of liquid up to 60 feet that explodes into a 20-foot burst of freezing mist. Those in the burst take 13d6 cold damage (DC 31 basic reflex save). The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds. It can't use Freezing Mist Breath again for 1d6 rounds.

Ice Climb (35 feet)

A drake courser can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice.

Knockdown One Action

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


Effect The monster knocks the target Prone.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.