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Mutant Desert Drake

Creature 9 (rare) — dragon, earth, mutant

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDAERIALSUBTERRANEANdragonearthmutant

A mutant desert drake often dwells in regions where magic has transformed the desert sands into sheets of glass or growths of strangely growing crystals. The magic-warping effects of the Mana Wastes extend to the life forces of creatures unfortunate enough to become lost in the cursed desert. Those who undergo the wasteland's most dramatic metamorphoses are referred to as Mana Wastes mutants.

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +17; darkvision, scent (imprecise) 30 feet
Skills acrobatics +18, athletics +19, intimidation +14, stealth +16, survival +16
Str
+6
Dex
+3
Con
+5
Int
-1
Wis
+3
Cha
+1
AC 28 Fort +18 Ref +16 Will +15
HP 150
Immunities disease, paralyzed, poison, unconscious
Resistances electricity 18
Speed 20 feet, burrow 40 feet, fly 50 feet (burrow in sand only)

Offense

Melee Fangs +21, Damage 2d12+9 piercing plus 1d6 electricity
Melee Tail (reach-10) +21, Damage 2d10+9 bludgeoning plus Push

Abilities

Sensitive Eyes — The mutant desert drake's cluster of extra eyes are connected to a gland that, when punctured, causes the drake to rush into a fury. When a desert drake takes damage from a critical hit, it becomes Dazzled and Quickened for 1 round.
Wing Deflection
Draconic Frenzy — The desert drake makes two Fangs Strikes and one Tail Strike in any order.
Sandstorm Breath (arcane, electricity) — The desert drake spits a ball of electrically charged sand to a range of 60 feet that explodes into a cloud with a 15-foot burst. Creatures in the area take 9d6 electricity damage (DC 28 Reflex save). The cloud remains for 1d4 rounds, granting Concealment to everything within. The desert drake can't use Sandstorm Breath again for 1d6 rounds.
Speed Surge (move) — The desert drake moves up to twice its Speed. It can do this three times per day.
Surprise Attacker — On the first round of combat, creatures that haven't acted yet are Off-Guard to the desert drake.
Push 5 feet

WORKS WELL WITH

SnareLANDA controller that keeps enemies clustered turns Sandstorm Breath into a near-guaranteed multi-target hit.
FlankerLAND / SUBTERRANEANA mobile skirmisher exploits the Off-Guard condition the drake grants on the surprise round before positioning resets.
SniperLAND / AERIALRanged precision finishes off targets the drake's burst damage has already weakened before they can reposition.

PUNISHES

✖ clumping✖ low Reflex✖ static defenders✖ unprepared opening round
Avoid pairing with another burst-focused Crasher, since both compete for the same opening alpha strike.
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 #179: Cradle of Quartz.

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