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Prairie DrakeCreature 2

Source Punks in a Powder Keg
Perception +6 (tremorsense 30 feet (imprecise))
Languages Draconic
Skills Acrobatics +6, Athletics +9, Intimidation +5, Survival +6
Str +3, Dex +2, Con +4, Int -2, Wis +2, Cha +1

AC 18; Fort +10; Reflex +6; Will +6;
HP 36
Speed 25 feet (burrow 20 feet, fly 10 feet)
Immunities paralyzed, sleep
Resistances Electricity 4

Jaws One Action +9 (+4, -1) to hit 1d6+6 Piercing
Wing One Action +9 (+5, +1) to hit (agile, finesse) 1d6+3 Slashing

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Dirt Breath Two Actions (arcane, earth, evocation)

The prairie drake spits a ball of dirt that explodes into a shower of rocks and mud. The attack has a range of 30 feet and explodes in a 5-foot burst. Creatures within the burst take 3d6 bludgeoning damage (DC 16 basic reflex). Plant creatures in the area take no damage on a successful save; regardless, once per day, plant creatures can spend 10 minutes in the area to absorb the nutrients and heal 1d8 #Hit points Hit Points. The prairie drake can't use Dirt Breath again for 1d6 rounds.

Draconic Frenzy Two Actions

The prairie drake makes one jaws Strike and two wing Strikes in any order.

Speed Surge One Action

Frequency three times per day;

Effect The prairie drake Strides or Burrows twice.

Grab One Action

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.

These squat, mud-brown drakes resemble scaly pit bulls with blunt, toothy snouts. The desert drake is the prairie drake's closest known relative, as both share a strong affinity for earth, can burrow through soil, and hack up balls of dirt that they aim at enemies. But whereas a desert drake is sleek and nimble, flying through lightning storms and siroccos with ease, the prairie drake has all the grace of a chicken, barely able to flutter clumsily up a low hill or over a boulder. Owing to their largely vestigial wings, it's no wonder prairie drakes prefer burrowing over soaring.

The average prairie drake has a temperament similar to that of a wicked child who delights in tormenting others. They ambush tiny animals from underground and play with their food thoroughly before eating. To assert their supremacy over other scrubland predators, prairie drakes knock down their rivals and attack them mercilessly. They often make grisly displays from the corpses of their foes to intimidate other would-be competitors.

Prairie drakes build and live in burrow mounds just beneath the surface of their environs. They make shallow tunnels in search of large insects, rodents, and ground snakes. Prairie drakes' presence helps to turn the topsoil and encourage new plant growth, supporting other animal life and making them a keystone species for the environment. Even their breath weapon leaves behind rich "drake soil," coveted by farmers and gardeners for the potent effects it has on plants. Being seen as "useful" or "beneficial" annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their "apex predator" mystique. After they've gotten too much positive attention, a prairie drake is apt to murder a farm animal or destroy croplands only to prove that they're far from harmless.



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.


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.