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TamikanCreature 16


UniqueNLargeDragon
Source Pathfinder #166: Despair on Danger Island
Perception +23 (darkvision)
Languages Draconic
Skills Acrobatics +29, Athletics +33, Intimidation +27, Stealth +27, Survival +26
Str +9, Dex +5, Con +6, Int +1, Wis +4, Cha +5

AC 38; Fort +29; Reflex +27; Will +26; +1 status to all saves vs. magic
HP 295
Speed 30 feet (fly 130 feet, swim 30 feet)
Immunities paralyzed, sleep

Beak One Action +32 (+27, +22) to hit (magical, reach 15) 3d12+13 Piercing
Claw One Action +32 (+28, +24) to hit (agile, reach 10) 3d8+15 Slashing
Wing One Action +32 (+28, +24) to hit (agile, reach 15) 3d10+13 Bludgeoning
Tail One Action +30 (+26, +22) to hit (agile, reach 20) 3d8+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. magicAttack of Opportunity (Tail Only) Reaction

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.

Boat Breaker

A kongamato's beak is supernaturally hard. Their beak Strikes ignore half the Hardness of any object they hit.

Flying Strafe Two Actions

The kongamato Flies up to their fly Speed and makes two wing Strikes at any point during that movement. Each Strike must target a different creature.

Sonic Screech Two Actions (sonic, arcane, evocation)

Tamikan unleashes a powerful and deadly blast of sonic force from her maw that deals 12d6 sonic damage in a 100-foot line (DC 37 basic reflex save). She can't use Sonic Screech again for 1d4 rounds.

Wailing Dive Two Actions

The kongamato Flies while emitting a terrifying screech. Each creature the kongamato flies over must succeed at a DC 37 will save or become Frightened 1 (Frightened 2 on a critical failure).

After attempting their saves, the creatures are temporarily immune for 1 hour. At the end of their movement, the kongamato can make a beak Strike.

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.


Though they resemble pterosaurs and hail from a similar era, kongamatos are actually a primeval branch of dragonkind. They aren't particularly intelligent and lack the powerful magical abilities that many of their dragon kindred command, but a kongamato has a supernaturally strong beak that can punch through incredibly dense substances. While this beak might seem like a valuable trophy for hunters, its magic dies with the kongamato, and all attempts to integrate them into weapons have failed.

Though they dwell in swamps and other still waters, kongamatos prefer to hunt in rivers and streams, since running water delivers new prey on a regular basis. The predators hunt everything, and they are well aware their powerful beaks can sink boats and rafts. They even possess a semblance of draconic greed. While they care little for the material wealth or societal power, kongamatos claim large hunting territories, violently attacking any would-be rivals and ravenously slaughtering large animals in their territory, leaving carcasses half-eaten with little regard for whether they'll still have meals in the future.

When a kongamato claims a territory that encapsulates a community, the people there have no choice but to hunt down the vicious predator or hire adventurers to do so on their behalf. Kongamatos' hunger is such that a single one can devastate entire herds of livestock and threaten the safety of the entire community. Unlike their draconic relatives, kongamatos ignore attempts to bargain with them, and efforts to appease them through regular sacrifices have no effect.


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.