House DrakeCreature 1
Source Pathfinder Bestiary 3
Perception +8 (darkvision, scent (imprecise) 30 feet)
Languages Common, Draconic, Infernal
Skills Acrobatics +7, Society +4, Stealth +7, Survival +6
Str +1, Dex +4, Con +2, Int +1, Wis +3, Cha +2
AC 17; Fort +6; Reflex +8; Will +11;
HP 16
Speed 15 feet (fly 40 feet)
Immunities paralyzed, sleep
Jaws +9 (+5, +1) to hit (agile, finesse) 1d8 + 1 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.
Ferocious Will (abjuration, arcane, mental)Trigger The house drake succeeds at a saving throw against a magical mental effect
Effect The house drake sends a blast of magical feedback at the effect's source, dealing 2d6 mental damage (DC 16 basic will save) to that creature. On a failed save, the creature is also Slowed 1 for 1 round.
Breath Weapon (arcane, conjuration, mental)The house drake breathes a 10-foot cone of silver mist. Each creature within the mist must succeed at a DC 16 will save or become Stupefied 2 for 1 round.
The house drake can't use Breath Weapon again for 1d4 rounds.
Silver StrikeHouse drakes sharpen their jaws on silver ornamentation until they incorporate bits of silver in their teeth. Their jaws Strike counts as silver.
Arcane Innate Spells (DC 17, +9 to hit)
1st Level: Alarm, Soothe
2nd Level: Obscuring Mist, See Invisibility
Beautifully colored in purples and electric blues, these tiny dragons are genuinely brilliant in more ways than one. They are playful and kind, and while they have a long tradition of assisting spellcasters, they prefer to be treated as equals and partners rather than pets. They're quite intelligent and don't appreciate condescension from those who treat them as simple animals.
Tiny dragons have appeared in tales told among traditional Varisian communities for centuries, but only relatively recently have they become known by the name "house drake." This new name arose in the city of Korvosa, where house drakes have adapted particularly well to urban life. When students of the magic school called the Acadamae failed in their studies and allowed their imp familiars to run wild, these tiny dragons found that they were particularly well suited to combating them. Most notably, their teeth become striated with silver due to their peculiar grooming habits, allowing their bites to puncture the imps' magically resistant skin. The two species are well-matched in intellect. Though their clashes typically begin with trying to outwit one another, they often end in messy brawls across rooftops and into alleys. The residents of Korvosa appreciated both the protection and the dragons' charming appearance and demeanor. House drakes are now more common in Korvosa than anywhere else in the world.
House drakes are carnivorous, eating vermin and small birds. Though they're capable of hunting for food, many of them find it a bit dull and prefer to spend their time at other pursuits. They happily accept donations of food. To truly get on a house drake's good side, though, one should offer a gift of silver. Donations to drakes have become regular practice in Korvosa, to the point where "Paid any drakes lately?" has become a common phrase to suggest someone is a bit gullible and soft-hearted. These donations are just that-charity. House drakes avoid taking on anything resembling a "job," taking pride in their self-sufficiency and ability to choose for themselves how to spend their time.
Traits
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.