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Jungle Drake

Creature 6 — dragon, wood

Believed to be related to horned dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please. Rampage

Source: pathfinder-monster-core

Perception +13
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
Speed 20 feet, fly 50 feet

Offense

Melee Fangs +17, Damage 2d10+7 piercing
Melee Stinger +17, Damage 2d6+7 piercing

Abilities

Twisting Tail
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. Grab
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.

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