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Flame DrakeCreature 5


CELargeDragonFire
Source Pathfinder Bestiary
Perception +12 (darkvision, scent (imprecise) 30 feet, smoke vision)
Languages Draconic
Skills Acrobatics +10, Athletics +12, Stealth +9, Survival +10
Str +5, Dex +1, Con +3, Int -1, Wis +3, Cha +0

AC 22; Fort +12; Reflex +10; Will +10;
HP 75
Speed 20 feet (fly 50 feet)
Immunities fire, paralyzed, unconscious
Weaknesses Cold 10

Fangs One Action +14 (+9, +4) to hit 1d6 Fire + 2d8+5 Piercing
Tail One Action +14 (+9, +4) to hit (reach 10) 2d6+5 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.

Smoke Vision

Smoke doesn't impair a flame drake's vision; it ignores Concealment from smoke.

Attack of Opportunity Reaction

Fangs only


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.

Draconic Frenzy Two Actions

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

Fireball Breath Two Actions (arcane, evocation, fire)

The flame drake expels a ball of flame to a range of 180 feet that explodes in a 20-foot burst . Creatures in the burst take 6d6 fire damage (DC 22 basic reflex save).

The flame drake can't use Fireball Breath again for 1d6 rounds.

Speed Surge One Action (move)

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


The distant kin of red dragons, flame drakes thankfully lack the intelligence and ambition of their larger cousins, but are no less territorial or violent. Flame drakes dwell near volcanoes and magma, but it's not unheard of for one to drift into nearby areas like forests or wooded hills. Their scales are usually some shade of red, occasionally fading to smoky blacks and grays along the edges of their wings and the tips of their tails.


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.

Fire

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