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Mutant Desert DrakeCreature 9


RareNELargeDragonEarthMutant
Source Pathfinder #179: Cradle of Quartz
Perception +17 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +18, Athletics +19, Intimidation +14, Stealth +16, Survival +16
Str +6, Dex +3, Con +5, Int -1, Wis +3, Cha +1

AC 28; Fort +18; Reflex +16; Will +15;
HP 150
Speed 20 feet (burrow 40 feet, fly 50 feet)
Immunities disease, paralyzed, poison, unconscious
Resistances Electricity 18

Fangs One Action +21 (+16, +11) to hit 2d12+9 Piercing + 1d6 Electricity
Tail One Action +21 (+16, +11) to hit (reach 10) 2d10+9 Bludgeoning

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.

Sensitive Eyes

The mutant desert drake's cluster of extra eyes are connected to a gland that, when punctured, causes the drake to rush into a fury. When a desert drake takes damage from a critical hit, it becomes Dazzled and Quickened for 1 round.

Wing Deflection Reaction

Trigger The desert drake is targeted with an attack.


Effect The desert drake raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time it is attacked, it descends 10 feet after the attack is complete.

Draconic Frenzy Two Actions

The desert drake makes two Fangs Strikes and one Tail Strike in any order.

Sandstorm Breath Two Actions (arcane, electricity, evocation)

The desert drake spits a ball of electrically charged sand to a range of 60 feet that explodes into a cloud with a 15-foot burst. Creatures in the area take 9d6 electricity damage (DC 28 basic reflex). The cloud remains for 1d4 rounds, granting Concealment to everything within. The desert drake can't use Sandstorm Breath again for 1d6 rounds.

Speed Surge One Action (move)

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

Surprise Attacker

On the first round of combat, creatures that haven't acted yet are Flat-Footed to the desert drake.

Push 5 feet One Action

Requirements The monster's last action was a success with a Strike that lists Push in its damage entry.


Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.


A mutant desert drake often dwells in regions where magic has transformed the desert sands into sheets of glass or growths of strangely growing crystals.


The magic-warping effects of the Mana Wastes extend to the life forces of creatures unfortunate enough to become lost in the cursed desert. Those who undergo the wasteland's most dramatic metamorphoses are referred to as Mana Wastes mutants.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.