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Frost Drake

Creature 7 — cold, dragon

CrasherAnvilLANDAERIALSUBTERRANEANVERTICALdragoncold

Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, small bears, tundra-dwelling people, and even lone frost giants. These drakes take advantage of long distances to hide from the repercussions of their actions, as they are usually among the most depraved and openly malicious of the drakes. They are also especially insolent and are less likely to back down from a fight compared to other drakes. Many fros

Source: pathfinder-monster-core

Perception +14; darkvision, scent (imprecise) 30 feet; snow vision
Languages draconic
Skills acrobatics +15, athletics +17, intimidation +14, stealth +15
Str
+6
Dex
+2
Con
+4
Int
-1
Wis
+3
Cha
+1
AC 25 Fort +17 Ref +15 Will +14
HP 115
Immunities cold, paralyzed, sleep
Weaknesses fire 10
Speed 20 feet, burrow 20 feet, climb 20 feet, fly 50 feet (ice stride)

Offense

Melee Fangs +17, Damage 2d12+8 piercing plus 1d6 cold
Melee Tail (reach-10) +17, Damage 2d10+8 bludgeoning

Abilities

Snow Vision — Snow doesn't impair a frost drake's vision; they ignore Concealment from snowfall.
Retaliatory Strike
Draconic Frenzy — The frost drake makes two Fangs Strikes and one Tail Strike in any order.
Freezing Mist Breath (cold, primal) — The frost drake spits a ball of liquid up to 60 feet that explodes into a 20-foot burst cloud of freezing mist. Those in the burst take 8d6 cold damage (DC 25 Reflex save).

The frost drake can't use Freezing Mist Breath again for 1d6 rounds, during which the mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain.
Ice Climb — A frost drake isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice.
Speed Surge (move) — Frequency three times per day;

Effect The frost drake Strides or Flies twice.

WORKS WELL WITH

SnareLAND / AERIALA controller that clusters targets in place turns the freezing mist burst into a near-guaranteed multi-target hit.
FlankerLAND / AERIAL / VERTICALA mobile ally exploits the openings left when the drake uses Speed Surge to reposition across terrain the party can't easily follow.
SniperLAND / AERIALA ranged damage dealer keeps pressure on targets that scatter away from the breath's burst radius.

PUNISHES

✖ clumping✖ static positioning✖ melee reliance
Avoid stacking with another Crasher; both compete for the same burst-damage opening and neither adds sustained control.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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