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Marshy SnapdrakeCreature 8


UncommonLargeElementalPlantWood
Source Pathfinder Society Scenario #7-07: Draconic Folly
Perception +16
Languages Arboreal, Common, Muan, Can't Speak Any Language
Skills Acrobatics +15, Athletics +14, Performance +16, Stealth +14
Str +4, Dex +6, Con +3, Int -2, Wis +3, Cha +4

AC 26; Fort +16; Reflex +11; Will +19;
HP 144
Speed 20 feet (fly 50 feet)
Immunities bleed, paralyzed, poison, sleep
Weaknesses Axe Vulnerability 10, Fire 10

Fangs One Action +14 (+9, +4) to hit 2d12+4 Piercing
Tail Scythe One Action +16 (+11, +6) to hit (deadly d10, finesse, reach 10) 2d10+6 Slashing

Alluring Scent (aura, olfactory, plant, primal)

30 feet. A creature that enters the emanation must attempt a DC 25 will save. On a failure, the target is Fascinated by the snapdrake and must use at least 1 action on its next turn to Stride closer to the snapdrake. On a success, the target is immune to the snapdrake's alluring scent for 1 hour.

Reactive Strike (Tail Scythe 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.

Greater Marsh Passage

The marshy snapdrake ignores difficult terrain and greater difficult terrain from marshy ground and fungi

Marshy Snapdrake Pollen (plant, poison)

Saving Throw DC 25 fortitude;

Maximum Duration 8 rounds

Stage 1 1d6 poison damage plus Dazzled 1 (1 round)

Stage 2 1d6 poison damage plus dazzled 1 and Sickened 1 (2 rounds)

Stage 3 2d6 poison damage plus Confused and sickened 1 (2 rounds)

Speed Surge One Action (move)

Frequency 3 times per day


Effect The marshy snapdrake Strides or Flies up to twice its Speed

Spray Pollen Two Actions (arcane, plant, poison)

The marshy snapdrake breathes a blast of pollen in a 40-foot cone Creatures caught in the blast must succeed at a DC 25 reflex save or be exposed to marshy snapdrake pollen The marshy snapdrake can't use Spray Pollen again for [/gmr 1d6 #Recharge Spray Pollen] rounds.

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.


Skilled kizidhar mages and gardeners handcraft these lovely creatures as much for their shuyookhs' aesthetic pleasure as for their protection. Creating a snapdrake requires first painstakingly constructing a frame of living wood in the shape of a drake before weaving thousands of colorful snapdragon flowers into intricate patterns to form its body and scales. Once complete, snapdrakes often serve kizidhars as a combination of guards, pets, and decorations for as long as they are well fed.


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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

Wood

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