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MengkareCreature 23


UniqueLEGargantuanDragonFire
Source Pathfinder #150: Broken Promises
Perception +40 (darkvision, scent (imprecise) 120 feet)
Languages Common, Draconic, Dwarven, Elven, Gnomish, Infernal, Sylvan, Utopian
Skills Acrobatics +32, Arcana +38, Athletics +36, Diplomacy +43, Intimidation +43, Medicine +36, Nature +32, Occultism +38, Society +43
Str +11, Dex +5, Con +9, Int +8, Wis +7, Cha +7

AC 50; Fort +37; Reflex +34; Will +42; +2 status to all saves vs. magic
HP 575
Speed 60 feet (fly 200 feet, swim 60 feet)
Immunities fire, paralyzed, sleep
Weaknesses Cold 25

Jaws One Action +42 (+37, +32) to hit (fire, magical, reach 20) 4d6 Fire + 6d12+11 Piercing
Claw One Action +42 (+38, +34) to hit (agile, magical, reach 15) 6d10+11 Slashing
Tail One Action +40 (+35, +30) to hit (magical, reach 25) 6d10+11 Slashing
Horns One Action +40 (+36, +32) to hit (agile, magical, reach 20) 5d12+11 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) 120 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.

+2 Status to All Saves vs. MagicAttack of Opportunity (Jaws only) Reaction

Jaws 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.

Contingency Reaction

Trigger Mengkare fails a saving throw against a spell.


Effect Dispel Magic (7th level) attempts to counteract the triggering spell.

Extra Reaction

Mengkare gains 2 reactions at the start of his turn each round.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura, DC 43 will save


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Golden Luck Reaction

Trigger Mengkare fails a saving throw.


Effect Mengkare improves his result by one degree of success, turning a failure into a success or a critical failure into a normal failure.

Mengkare can't use this ability again for 1d4 rounds.

Breath Weapon Two Actions (arcane, evocation, fire, necromancy)

Mengkare breathes in one of two ways. He can't use Breath Weapon again for 1d4 rounds.

Change Shape One Action (arcane, concentrate, polymorph, transmutation)

Mengkare assumes a Medium humanoid form, posing as the human wizard Lamond Breachton.


The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Draconic Frenzy Two Actions

Mengkare makes two claw Strikes and one horns Strike in any order

Draconic Momentum

When Mengkare scores a critical hit with a strike, he recharges his Breath Weapon.

Explosive Breath

When Mengkare uses Breath Weapon, he can expel an explosive orb of flame instead of a cone. When he does, he fires the orb at the corner of a square within 60 feet. The orb immediately detonates and deals 24d6 fire damage (DC 48 basic reflex save) to all creatures within a 30-foot burst. Creatures that critically fail their save catch on fire and take 4d6 Persistent Fire Damage.


Arcane Innate Spells (DC 45, +42 to hit)

Cantrips (10th Level): Daze, Detect Magic, Forbidding Ward, Prestidigitation, Read Aura
1st Level: Charm, Magic Missile, Unseen Servant
2nd Level: Comprehend Language, Invisibility, Water Breathing
3rd Level: Dream Message, Locate, Slow
4th Level: Creation, Dimension Door, Suggestion
5th Level: Chromatic Wall, Mind Probe, Sending
6th Level: Dominate, True Seeing, Wall of Force
7th Level: Dimensional Lock, Plane Shift
8th Level: Dream Council, Maze, Power Word Stun
9th Level: Disjunction, Meteor Swarm, Telepathic Demand
10th Level: Wish



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.