Kongamato
Creature 11 (uncommon) — dragon
Pre-Remaster content. May include legacy alignment.
Though they resemble pterosaurs and hail from a similar era, kongamatos are actually a primeval branch of dragonkind. They aren't particularly intelligent and lack the powerful magical abilities that many of their dragon kindred command, but a kongamato has a supernaturally strong beak that can punch through incredibly dense substances. While this beak might seem like a valuable trophy for hunters, its magic dies with the kongamato, and all attempts to integrate them into weapons have failed. T
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +19
Skills acrobatics +22, athletics +24, intimidation +20, stealth +20, survival +19
Str
+7
Dex
+3
Con
+5
Int
-1
Wis
+2
Cha
+3
AC 30
Fort +22
Ref +20
Will +19
HP 190
Immunities paralyzed, sleep
Speed 30 feet, fly 130 feet, swim 30 feet
Offense
Melee Beak +24, Damage 2d12+13 piercing
Melee Claw +24, Damage 2d8+13 slashing
Melee Wing +22, Damage 2d10+11 bludgeoning
Melee Tail +22, Damage 2d8+11 bludgeoning
Abilities
+1 Status to All Saves vs. Magic —
Attack of Opportunity (Tail Only) — Tail only
Attack Of Opportunity
Boat Breaker — A kongamato's beak is supernaturally hard. Their beak Strikes ignore half the Hardness of any object they hit.
Flying Strafe — The kongamato Flies up to their fly Speed and makes two wing Strikes at any point during that movement. Each Strike must target a different creature.
Wailing Dive — The kongamato Flies while emitting a terrifying screech. Each creature the kongamato flies over must succeed at a DC 30 Will save or become Frightened 1 (Frightened 2 on a critical failure).
After attempting their saves, the creatures are temporarily immune for 1 hour. At the end of their movement, the kongamato can make a beak Strike.
Grab — Grab
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