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KongamatoCreature 11


UncommonLargeDragon
Source Pathfinder Bestiary 3
Perception +19 (darkvision)
Languages Draconic
Skills Acrobatics +22, Athletics +24, Intimidation +20, Stealth +20, Survival +19
Str +7, Dex +3, Con +5, Int -1, Wis +2, Cha +3

AC 30; Fort +22; Reflex +20; Will +19; +1 status to all saves vs. magic
HP 190
Speed 30 feet (fly 130 feet, swim 30 feet)
Immunities paralyzed, sleep

Beak One Action +24 (+19, +14) to hit (magical, reach 15, unarmed) 2d12+13 Piercing
Claw One Action +24 (+20, +16) to hit (agile, reach 10, unarmed) 2d8+13 Slashing
Wing One Action +22 (+18, +14) to hit (agile, reach 15) 2d10+11 Bludgeoning
Tail One Action +22 (+18, +14) to hit (agile, reach 20) 2d8+11 Bludgeoning

+1 Status to All Saves vs. MagicAttack of Opportunity (Tail Only) Reaction

Tail 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.

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.

Wailing Dive Two Actions

The kongamato Flies while emitting a terrifying screech. Each creature the kongamato flies over must succeed at a DC 30 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 successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.