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Giant DragonflyCreature 4


NMediumAnimal
Source Pathfinder Bestiary 2
Perception +11 (darkvision, wavesense (imprecise) 30 feet)
Languages none
Skills Acrobatics +10, Athletics +12, Stealth +12
Str +4, Dex +4, Con +2, Int -5, Wis +3, Cha +0

AC 21; Fort +12; Reflex +14; Will +9;
HP 60
Speed 20 feet (fly 60 feet)

Mandibles One Action +14 (+9, +4) to hit 1d12+7 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.

Wavesense (Imprecise) 30 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Clutch One Action

Requirements The giant dragonfly has a Medium or smaller creature Grabbed in its mandibles


Effect The dragonfly tries to transfer the grabbed creature to be clutched by its legs. The giant dragonfly attempts an Athletics check against the creature's Reflex DC. On a success, it transfers the creature (which remains grabbed) to its legs, freeing its mandibles to attack. The dragonfly can have only one creature clutched at a time.

Snatch

The giant dragonfly can Fly at half Speed while it has a creature Grabbed or Restrained by Clutch, carrying that creature along with it.

Swoop Two Actions

The giant dragonfly Flies up to its Speed and makes one mandible Strike at any point during that movement.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using 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 creatures if the monster moves away from it.


These buzzing insects are the size of a small horse. They are ambush predators known to hunt beasts and humanoids alike, capable of using impressive aerial acrobatics to swoop down from above and snatch away their prey.


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.