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WhimwyrmCreature 17


RareCNMediumAirDragon
Source Pathfinder Kingmaker
Perception +31 (darkvision, fog vision, scent (imprecise) 30 feet)
Languages Common, Draconic, Sylvan
Skills Acrobatics +34, Athletics +30, Deception +32, Intimidation +30, Nature +30, Performance +35, Stealth +34, Survival +29
Str +5, Dex +9, Con +6, Int +5, Wis +6, Cha +7

AC 42; Fort +29; Reflex +34; Will +29;
HP 280
Speed 30 feet (fly 60 feet)
Immunities confused, controlled, paralyzed, petrified, unconscious
Weaknesses Coldiron 15
Resistances Mental 15

Frenzied Fangs One Action +35 (+30, +25) to hit (finesse) 3d12+12 Piercing
Whiplashing Tail One Action +35 (+31, +27) to hit (agile, finesse, reach 10) 3d8+12 Slashing

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.

Fog Vision

Fog and mist doesn't impair a whimwyrm's vision; it ignores the Concealed condition from fog and mist.

Insult Challenges

When a whimwyrm's insults result in combat, it rolls Performance for initiative. A PC who engaged in the insults can roll Performance as well, and if they insulted the whimwyrm, it begins the combat Stunned 1 as it sputters in indignation if the Performance check also exceeds the Whimwyrm's Will DC of 39.

Attack of Opportunity Reaction

Fangs only.


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.

Meddling Tail Reaction

Trigger The whimwyrm damages a creature with its whiplashing tail Strike

Effect The whimwyrm can attempt to Disarm, Shove, or Trip the damaged creature.

Mind-Numbing Breath Two Actions (arcane, enchantment, mental)

The whimwyrm exhales a 40-foot cone of sparkling magenta mist. Creatures within the area must attempt a DC 38 will save as their minds are overwhelmed by a sudden riot of false (and typically unpleasant) memories, taking 10d12 mental damage depending on their save. The whimwyrm can't use mind-numbing breath for 1d4 rounds.


Critical Success The creature becomes outlined in sparkling dust, negating any Invisibility it has in effect for 1 round and takes no damage.

Success The creature takes half damage, and its invisibility is negated for 2 rounds.

Failure The creature takes full damage, is Dazzled for 1 minute, and its invisibility is negated for 1 minute.

Critical Failure The creature takes double damage, is Blinded for 1 round, dazzled for 1 minute, and its invisibility is negated for 1 minute.


Arcane Innate Spells (DC 38, +30 to hit)

Cantrips (9th Level): Dancing Lights, Ghost Sound, Message, Telekinetic Projectile
5th Level: Cloudkill, Illusory Scene
7th Level: Duplicate Foe, Prismatic Spray, Warp Mind
8th Level: Scintillating Pattern


Whimwyrms are unpredictable dragons native to the whimsically dangerous First World. While their coloration and appearance might evoke reactions of adoration, their moods shift quickly from one extreme to the other. Many who have assumed that their adorability and relatively small size equates to safety have met swift and grisly ends on a whimwyrm's fangs or magic.

A whimwyrm is a slender, sleek dragon, not much longer than seven feet from snout to tail, but its speed in combat is unnerving. When a whimwyrm attacks, be it with its fanged mouth or its long tail, it makes several quick, darting snaps or lashes at once. While stylistically, these attacks consist of multiple bites or lashings, they still resolve as a single Strike.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Air

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