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Enormous Flame DrakeCreature 8


UniqueLargeChaoticDragonEvilFire
Source Pathfinder Kingmaker
Perception +16 (darkvision, scent (imprecise) 30 feet, smoke vision)
Languages Draconic
Skills Acrobatics +14, Athletics +18, Stealth +14, Survival +16
Str +6, Dex +2, Con +4, Int -1, Wis +4, Cha +0

AC 27; Fort +18; Reflex +16; Will +16;
HP 140
Speed 20 feet (fly 50 feet)
Immunities fire, paralyzed, unconscious
Weaknesses Cold 10

Fangs One Action +20 (+15, +10) to hit 1d8 Fire + 2d8+8 Piercing
Tail One Action +20 (+15, +10) to hit (reach 10) 2d6+8 Bludgeoning

Smoke Vision

Smoke doesn't impair a flame drake's vision; it ignores Concealment from smoke.

Attack of Opportunity (Fangs Only) 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.

Draconic Frenzy Two Actions

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

Fireball Breath Two Actions (arcane, fire)

The flame drake expels a ball of flame to a range of 180 feet that explodes in a 20-foot burst. Creatures in the burst take 9d6 fire damage (DC 26 reflex save).

The flame drake can't use Fireball Breath again for 1d6 rounds.

Speed Surge One Action (move)

Frequency three times per day

Effect The flame drake Strides or Flies up to twice its Speed.


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

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.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

Fire

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