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I'iko DragonCreature 6


UncommonCNSmallAmphibiousDragon
Source Pathfinder #170: Spoken on the Song Wind
Perception +12 (darkvision, scent (imprecise) 30 feet)
Languages Common, Draconic
Skills Acrobatics +13, Athletics +14, Intimidation +14, Stealth +15, Thievery +13
Str +4, Dex +5, Con +2, Int +0, Wis +2, Cha +4

AC 23; Fort +14; Reflex +17; Will +10;
HP 110
Speed 30 feet (climb 30 feet, fly 60 feet, swim 30 feet)
Immunities paralyzed, sleep

Jaws One Action +16 (+11, +6) to hit 2d10+6 Piercing
Claw One Action +17 (+13, +9) to hit (agile, finesse) 2d6+6 Slashing

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.

Breath Weapon One Action (arcane, evocation)

The i'iko dragon breathes a spray of jagged glass shards that deals 7d6 piercing damage in a 15-foot cone (DC 24 basic reflex save). They can't use Breath Weapon again for 1d4 rounds.

Cunning Capsize One Action (attack)

The i'iko dragon attempts to capsize an aquatic vessel of Medium size or smaller that they're on or adjacent to. They must succeed at an DC 25 athletics check with a DC of 25 or the pilot's Sailing Lore DC, whichever is higher.

Draconic Grandeur One Action (emotion, fear, mental)

The i'iko dragon spreads their wings, bares their teeth, and threatens their opponent in a terrifying display of draconic majesty. All creatures within 30 feet must attempt a DC 24 will save. Regardless of the result of the saving throw, the creatures are temporarily immune to Draconic Grandeur for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Tackle Two Actions (move)

The i'iko dragon Flies up to their fly Speed, descending at least 10 feet, and then makes a jaws Strike. If the jaws Strike hits and the target is Medium or smaller, the target is knocked Prone.


I'iko dragons are greedy bullies with long muscular bodies, stubby legs, small wings, and shimmering glass-like scales. From their treetop nests overhanging well-traveled rivers, i'iko dragons land on passing watercrafts and extort the passengers, threatening to capsize boats if not paid with bright treasure. When faced with a well-armed group guarding their desired trinkets, they instead resort to stealth, stealing them under cover of darkness, using their claws to pick locks and disable traps as needed.

I'iko dragons reside in the jungles of the Mwangi Expanse, particularly in Nantambu where they live under the tall arching bridges that cross the city's many canals, building roosts in the bridge supports. I'iko dragons eat fish and birds, and have a taste for glass, crystals, and gemstones, which they consume to harden and color their scales. Incredibly vain, i'iko dragons collect the most colorful glass they can find to transform their scales into a resplendent rainbow.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.