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Jungle Drake

Creature 6 — dragon, wood

CrasherSnareLANDAERIALdragonwoodpoison

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; 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
Speed 20 feet, fly 50 feet (forest passage)

Offense

Melee Fangs +17, Damage 2d10+7 piercing plus Predatory Grab
Melee Stinger (reach-10) +17, Damage 2d6+7 piercing plus Jungle Drake Venom

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.

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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.

WORKS WELL WITH

AnvilLAND / AERIALAn anvil holding the front lets the drake use Speed Surge to reposition freely and spit venom at backline targets.
SniperAERIALRanged allies exploit the Enfeebled condition the drake's venom inflicts, following up on weakened defenses.
WeaverLANDA caster's control effects keep targets grouped for the venom burst's area coverage.

PUNISHES

✖ clumping✖ low Fortitude✖ limited ranged options
Two burst-mobility strikers competing for the same flank waste actions repositioning instead of landing hits.
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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