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River DrakeCreature 3


NEMediumAmphibiousDragonWater
Source Pathfinder Bestiary
Perception +9 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +11, Athletics +10, Intimidation +6, Stealth +9, Survival +7
Str +3, Dex +4, Con +2, Int -1, Wis +2, Cha -1

AC 19; Fort +11; Reflex +9; Will +7;
HP 45
Speed 20 feet (fly 50 feet, swim 30 feet)
Immunities paralyzed, unconscious
Resistances Acid 10

Fangs One Action +12 (+7, +2) to hit 2d8+3 Piercing
Tail One Action +12 (+7, +2) to hit (reach 10) 2d6+3 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.

Tail Lash Reaction

Trigger A creature within reach of the river drake's tail uses an action to Strike or attempt a skill check.


Effect The river drake attempts to Strike the triggering creature with its tail. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.

Effect: Tail Lash (Attack Roll)

Effect: Tail Lash (Skill Check)

Caustic Mucus Two Actions (acid, arcane, evocation)

The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take 4d6 acid damage (DC 19 basic reflex save). Those that fail this save also take 1d6 Persistent Acid Damage and take a -5-foot status penalty to their Speed. This Speed reduction ends with the persistent acid damage.

The river drake can't use Caustic Mucus again for 1d6 rounds.

Effect: Caustic Mucus

Draconic Frenzy Two Actions

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

Speed Surge One Action (move)

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


Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant relatives of the black dragon. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water's surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Water

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