Jungle Drake
Creature 6- Perception
- +13; darkvision, scent (imprecise) 30 feet
- Languages
- Draconic
- Skills
- Acrobatics +15, Athletics +13, Stealth +13, Survival +11
- Str +5, Dex +3, Con +4, Int −1, Wis +1, Cha +1
- AC
- 23; Fort +17, Ref +13, Will +11
- HP
- 90; Immunities disease, paralyzed, poison, sleep
Twisting Tail ⟲ Trigger A creature within reach of the jungle drake's stinger uses a move action or leaves a square during a move action it's using.
Effect The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature's action.
- Speed
- 20 feet, fly 50 feet, forest passage
Melee ◆ fangs +17, Damage 2d10+7 piercing plus Predatory Grab
Melee ◆ stinger +17 (reach 10 feet), Damage 2d6+7 piercing plus Jungle Drake Venom
Draconic Frenzy ◆◆ The jungle drake makes one Fangs Strike and two Stinger Strikes in any order.
Forest Passage The jungle drake ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress.
Jungle Drake Venom (poison) Saving Throw DC 24 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Enfeebled 1 (1 round)
Stage 2 1d6 poison damage and Enfeebled 2 (1 round)
Predatory Grab ◆ As Grab, but the jungle drake's Grab doesn't end if they move away. Instead, they carry the Grabbed creature with them. A jungle drake can't Fly while grabbing a creature unless that creature can also Fly.
Speed Surge ◆ (move) Frequency three times per day
Effect The jungle drake Strides or Flies twice.
Spit Venom ◆◆ (poison) A jungle drake can spit a sticky glob of their venom to a range of 50 feet that explodes in a 10-foot burst. Those in the burst must succeed at a DC 24 Reflex save or be exposed to jungle drake venom.
The jungle drake can't use Spit Venom again for 1d6 rounds.
Source: Pathfinder Monster Core