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VenexusCreature 9


UniqueCELargeColdDragon
Source Pathfinder #176: Lost Mammoth Valley
Perception +20 (darkvision, scent (imprecise) 60 feet, storm vision)
Languages Common, Draconic, Hallit
Skills Acrobatics +17, Arcana +17, Athletics +21, Intimidation +19, Stealth +15
Str +6, Dex +2, Con +4, Int +2, Wis +3, Cha +2

AC 28; Fort +21; Reflex +15; Will +17; +1 status to all saves vs. magic
HP 170
Speed 30 feet (fly 120 feet)
Immunities cold, paralyzed, sleep

Jaws One Action +21 (+16, +11) to hit (cold, magical, reach 10) 1d6 Cold + 2d10+10 Piercing
Claw One Action +21 (+17, +13) to hit (agile, magical) 2d8+10 Slashing
Tail One Action +20 (+15, +10) to hit (magical, reach 15) 2d6+8 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) 60 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicFreezing Blood Reaction (arcane, cold)

Trigger An adjacent creature deals piercing or slashing damage to Venexus


Effect Venexus's blood splatters onto the triggering creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is Slowed 1 for 1 round.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 25 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Mist Shroud (arcane, aura, evocation, water)

Aura 10 feet. The Primordial Flame continually heats the cold emanating from Venexus's body, surrounding the dragon in a thin veil of fog. Creatures in the aura are Concealed, and other creatures are concealed to creatures in the area. Venexus's storm vision allows her to see through this concealment, however. If wind disperses the aura, it returns automatically at the start of Venexus's turn. The aura is suppressed in water.

Storm Vision

Inclement weather doesn't impair Venexus's vision; she ignores concealment from fog, mist, rain, and snowfall.

Breath Weapon Two Actions (arcane, cold, evocation)

Venexus breathes a cloud of frost that deals 10d6 cold damage in a 40-foot cone (DC 28 basic reflex). She can't use Breath Weapon again for 1d4 rounds.

Draconic Frenzy Two Actions

Venexus makes two claw Strikes and one tail Strike in any order.

Draconic Momentum

When Venexus scores a critical hit with a Strike, she recharges her Breath Weapon.

Ice Climb 30 feet

Venexus can climb on ice as though she had the listed climb Speed. She ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice.

Shape Ice Two Actions (arcane, transmutation, water)

Venexus magically reshapes a cube of ice or snow she touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 reflex save or Acrobatics check. On a failure, the creature falls Prone on the ice; on a critical failure, it falls off the ice entirely and is also prone.

Snuff One Action (arcane, evocation, water)

Venexus releases a wave of sleet, which douses open flames within 30 feet. All non-magical fire is automatically extinguished. All creatures in the area suffering from persistent fire damage immediately attempt a DC 10 flat to end the persistent damage. If Snuff overlaps with an ongoing fire effect, Snuff attempts to counteract the fire effect.


Arcane Innate Spells (DC 25, +17 to hit)

1st Level: Gust of Wind (At Will)
2nd Level: Obscuring Mist (At Will)

Primal Innate Spells (DC 25, +17 to hit)

Cantrips (5th Level): Produce Flame
7th Level: Sunburst



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.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.