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PeludaCreature 10


LELargeDragonFire
Source Pathfinder Bestiary 2
Perception +21 (darkvision)
Languages Draconic
Skills Athletics +23, Intimidation +19
Str +7, Dex +3, Con +5, Int -2, Wis +5, Cha +3

AC 30; Fort +21; Reflex +17; Will +19; +1 status to all saves vs. magic
HP 170
Speed 30 feet (swim 30 feet)
Immunities fire, paralyzed, sleep

Jaws One Action +23 (+18, +13) to hit (reach 10) 2d12+13 Piercing
Quill One Action +23 (+19, +15) to hit (agile, reach 10) 2d6 Piercing
Tail One Action +23 (+18, +13) to hit (reach 15, versatile p) 2d6+13 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.

+1 Status to All Saves vs. MagicQuill Thrust Reaction

Trigger A creature within 10 feet attempts a melee Strike against the peluda


Effect The peluda shifts their position and makes a quill Strike against the attacking creature. This Strike doesn't count toward the peluda's multiple attack penalty, and the peluda's multiple attack penalty doesn't apply to this Strike.

Vulnerable Tail

If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda's tail. The peluda takes 2d6 Persistent Bleed Damage and can't make tail attacks until their tail grows back (in about 1 week).

Breath Weapon Two Actions (evocation, fire, primal)

The peluda breathes a torrent of flames that deals 7d10 fire damage in a 60-foot line (DC 29 basic reflex save).

They can't use their Breath Weapon again for 1d4 rounds.

Peluda Venom (poison)

Saving Throw DC 29 fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Flat-Footed (1 round)

Stage 2 2d6 poison damage, Enfeebled 1, and flat-footed (1 round)

Stage 3 2d6 poison damage, Enfeebled 2, and flat-footed (1 round)

Quill Barrage Two Actions

The peluda bristles their quills and shakes, sending dozens of spear-like barbs in every direction. All creatures within 30 feet take 11d6 piercing damage (DC 29 basic reflex save) and are exposed to peluda venom if they take any damage.

The peluda can't use Quill Barrage again for 1 minute.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.


Peludas are wild and savage dragons that favor reedy marshlands, sparsely forested bogs, and river valleys for lairs. A single peluda typically claims a stretch of waterways a few miles in length, then systematically drives off any potential rivals so that the peluda can despoil the land as they please, leaving clawed footprints on muddy riverbanks, toppling trees, and impaling half-eaten corpses on their quills as trophies left to rot. They venture beyond their domains to hunt, roasting prey with their breath or pulverizing them with their tails, burning and killing for cruel sport before slithering, sated, back to their mucky lairs.

Peludas despise weakness and loathe creatures smaller than themselves, especially humanoids, whom they see as fragile and soft, good only for eating or breaking. In contrast, peludas have a massive inferiority complex regarding more impressive creatures-especially larger and stronger dragons. Peludas will try anything to become stronger, including ingesting shiny coins, gems, and jewelry, which old folk tales claim will strengthen their quills and fire breath.


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.

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.