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Jungle DrakeCreature 6


NELargeDragonEarth
Source Pathfinder Bestiary
Perception +13 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +15, Athletics +13, Stealth +13, Survival +11
Str +5, Dex +3, Con +4, Int -1, Wis +1, Cha +1

AC 23; Fort +17; Reflex +13; Will +11;
HP 90
Speed 20 feet (fly 50 feet)
Immunities disease, paralyzed, poison, unconscious

Fangs One Action +17 (+12, +7) to hit 2d10+7 Piercing
Stinger One Action +17 (+12, +7) to hit (reach 10) 2d6+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.

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.

Twisting Tail Reaction

Trigger A creature within reach of the jungle drake's stinger uses a move action or leaves a square during a move action it's using.


Effect The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature's action.

Draconic Frenzy Two Actions

The jungle drake makes one Fangs Strike and two Stinger Strikes in any order.

Jungle Drake Venom (poison)

Saving Throw DC 24 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Enfeebled 1 (1 round)

Stage 2 1d6 poison damage and Enfeebled 2 (1 round)

Predatory Grab One Action

As Grab, but the jungle drake's Grab does not end if it moves away. Instead, it carries the grabbed creature with it.

A jungle drake can't Fly while grabbing a creature unless that creature can also Fly.


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.

Speed Surge One Action (move)

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

Spit Venom Two Actions (poison)

A jungle drake can spit a sticky glob of its venom to a range of 50 feet that explodes in a 10-foot burst. Those in the burst must succeed at a DC 24 reflex save or be exposed to jungle drake venom.

The jungle drake can't use Spit Venom again for 1d6 rounds.

Woodland Stride

The jungle drake ignores difficult terrain and greater difficult terrain from non-magical foliage.


Believed to be related to green dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please.


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.

Earth

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