Young River Drake 1 26 26 0 0 true 3bfa6d9f-54e9-415f-976b-3db2f6b55663 false false false 0 1505896887 false 0 0 0 0 false false false false false Young River Drake 2 600 NE Medium dragon (aquatic, water) 7 darkvision 60 ft., low-light vision, scent; Perception +7 16, touch 13, flat-footed 13 (+3 Dex, +3 natural) 26 (3d12+7) Fort +6, Ref +7, Will +4 6 7 4 acid 20 20 ft., fly 60 ft. (average), swim 30 ft. bite +7 (2d4+3), tail slap +2 (1d4+1) 5 ft. 5 ft. caustic mucus, pounce Str 17, Dex 16, Con 15, Int 8, Wis 10, Cha 9 4 +7 20 Improved Initiative, Power Attack Fly +10, Intimidate +6, Perception +7, Stealth +10, Survival +7, Swim +11 Draconic amphibious, speed surge temperate rivers or lakes solitary, pair, or rampage (3-12) standard With graceful wings and wide fins, this sleek dragon looks equally well equipped to glide through sea and sky. Drake PFRPG Bestiary 3 0 Caustic Mucus (Su) As a standard action, a river drake can spit a ball of caustic mucus that explodes in a 5-foot-radius spread. This attack has a range of 50 feet, deals 2d8 points of acid damage, and entangles creatures in the area. A DC 14 Reflex save halves the damage and negates the entangle effect. An entangled creature takes 1d4 points of acid damage each round on its turn, and may attempt a new saving throw at the end of its turn every round to escape the entanglement and end the acid damage. Once a river drake spits mucus, it cannot do so again for 1d6 rounds. The save DC is Constitution-based. Speed Surge (Ex) Three times per day as a swift action, a river drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action that round. Preying upon fish and fishermen with equal ease, river drakes are scourges of freshwater expanses. They are thought to be related to black dragons, as evidenced by their acidic spit, water affinity, viciousness, and preference for rotten meat. Like other drakes, river drakes are cruel hunters, using a play-and-prey hunting style. When not hungry, they amuse themselves by stalking and harassing other creatures and travelers. An offering of treasure thrown into the water can distract a river drake, but such a bribe is unlikely to stave off a particularly hungry individual. River drakes often slay more than they can immediately eat because they favor aged meat, keeping underwater larders stuffed with kills in various stages of decay. A river drake is a crafty, careful hunter that uses its watery home to provide concealment from creatures on the shore. If caught unawares while on land, it retreats to the water, or takes to flight if its enemies are prepared for aquatic combat, making constant use of its caustic mucus and great speed. River drakes are much more likely to hunt in groups than most other drakes, threatening river traffic or assaulting lakefront or riverside towns if their numbers are large enough. However, these disorganized raids are quick to retreat from any hint of significant resistance. River drakes are 8 feet long and look much like small sea drakes. An adult river drake weighs about 700 pounds. 0 0 1 0 0 1 1 paralysis, sleep adult false 0 0 true 17 16 15 8 10 9 true Caustic Mucus Su As a standard action, a river drake can spit a ball of caustic mucus that explodes in a 5-foot-radius spread. This attack has a range of 50 feet, deals 2d6 points of acid damage, and entangles creatures in the area. A DC 12 Reflex save halves the damage and negates the entangle effect. An entangled creature takes 1d4 points of acid damage each round on its turn, and may attempt a new saving throw at the end of its turn every round to escape the entanglement and end the acid damage. Once a river drake spits mucus, it cannot do so again for 1d6 rounds. The save DC is Constitution-based. Speed Surge Ex Three times per day as a swift action, a river drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action that round. true Fly 10 Intimidate 6 Perception 7 Stealth 10 Survival 7 Swim 11 true Improved Initiative Power Attack true 16 13 13 3 0 0 0 0 7 20 false false Viper 1 5 5 0 0 true 2cdd2296-3fc6-4dd9-92f9-1fc7f9f34b42 false false false 0 1874937016 false 0 0 -1 2147483647 false false false false false Viper 1/2 200 N Tiny animal 3 low-light vision, scent; Perception +9 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size) 5 (1d8+1) Fort +1, Ref +5, Will +1 1 5 1 20 ft., climb 20 ft., swim 20 ft. bite +5 (1d2-2 plus poison) 2-1/2 ft. 0 ft. Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 0 +1 8 (can't be tripped) Weapon Finesse Climb +11, Perception +9, Stealth +15, Swim +11 +4 Perception, +4 Stealth any temperate and warm solitary none Presented here are the base animal statistics for all of the most commonly used familiars-of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks. Familiar PFRPG Bestiary 0 Poison (Ex) Bite-injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. Vipers are not particularly aggressive snakes, but their poisonous bite can be deadly. 0 0 0 1 0 1 1 adult false 0 0 true 4 17 8 1 13 2 true Poison Ex Bite-injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. true Climb 11 Perception 9 Stealth 15 Swim 11 true Weapon Finesse true 16 15 13 1 0 0 0 0 1 8 false false