Young River Drake 1262600true3bfa6d9f-54e9-415f-976b-3db2f6b55663falsefalsefalse01505896887false00
00falsefalsefalsefalsefalseYoung River Drake2600NEMediumdragon(aquatic, water)7darkvision 60 ft., low-light vision, scent; Perception +716, touch 13, flat-footed 13(+3 Dex, +3 natural)26(3d12+7)Fort +6, Ref +7, Will +4674acid 2020 ft., fly 60 ft. (average), swim 30 ft.bite +7 (2d4+3), tail slap +2 (1d4+1)5 ft.5 ft.caustic mucus, pounceStr 17, Dex 16, Con 15, Int 8, Wis 10, Cha 94+720Improved Initiative, Power AttackFly +10, Intimidate +6, Perception +7, Stealth +10, Survival +7, Swim +11Draconicamphibious, speed surge temperate rivers or lakessolitary, pair, or rampage (3-12)standardWith graceful wings and wide fins, this sleek dragon looks equally well equipped to glide through sea and sky.DrakePFRPG Bestiary 30Caustic 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.0010011paralysis, sleepadultfalse00true1716158109trueCaustic MucusSuAs 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 SurgeExThree 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.trueFly10Intimidate6Perception7Stealth10Survival7Swim11trueImproved InitiativePower Attacktrue16131330000720falsefalseViper 15500true2cdd2296-3fc6-4dd9-92f9-1fc7f9f34b42falsefalsefalse01874937016false00
-12147483647falsefalsefalsefalsefalseViper1/2200NTinyanimal3low-light vision, scent; Perception +916, touch 15, flat-footed 13(+3 Dex, +1 natural, +2 size)5(1d8+1)Fort +1, Ref +5, Will +115120 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 20+18 (can't be tripped)Weapon FinesseClimb +11, Perception +9, Stealth +15, Swim +11+4 Perception, +4 Stealth any temperate and warmsolitarynonePresented 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.FamiliarPFRPG Bestiary0Poison (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.0001011adultfalse00true41781132truePoisonExBite-injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.trueClimb11Perception9Stealth15Swim11trueWeapon Finessetrue1615131000018falsefalse