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Peluda

Creature 10 — dragon, fire

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDAQUATICdragonfire

Peludas are wild and savage dragons that favor reedy marshlands, sparsely forested bogs, and river valleys for lairs. A single peluda typically claims a stretch of waterways a few miles in length, then systematically drives off any potential rivals so that the peluda can despoil the land as they please, leaving clawed footprints on muddy riverbanks, toppling trees, and impaling half-eaten corpses on their quills as trophies left to rot. They venture beyond their domains to hunt, roasting prey wi

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +21; darkvision
Languages draconic
Skills athletics +23, intimidation +19
Str
+7
Dex
+3
Con
+5
Int
-2
Wis
+5
Cha
+3
AC 30 Fort +21 Ref +17 Will +19 +1 status to all saves vs. magic
HP 170
Immunities fire, paralyzed, sleep
Speed 30 feet, swim 30 feet

Offense

Melee Jaws (reach-10, unarmed) +23, Damage 2d12+13 piercing
Melee Quill (agile, reach-10) +23, Damage 2d6 piercing plus Peluda Venom
Melee Tail (reach-15, versatile-p) +23, Damage 2d6+13 bludgeoning plus Improved Knockdown

Abilities

+1 Status to All Saves vs. Magic
Quill Thrust
Vulnerable Tail — If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda's tail. The peluda takes 2d6 bleed and can't make tail attacks until their tail grows back (in about 1 week).
Breath Weapon (fire, primal) — The peluda breathes a torrent of flames that deals 7d10 fire damage in a 60-foot line (DC 29 Reflex save).

They can't use their Breath Weapon again for 1d4 rounds.
Peluda Venom (poison) — Saving Throw DC 29 Fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Off-Guard (1 round)

Stage 2 2d6 poison damage, Enfeebled 1, and off-guard (1 round)

Stage 3 2d6 poison damage, Enfeebled 2, and off-guard (1 round)
Quill Barrage — The peluda bristles their quills and shakes, sending dozens of spear-like barbs in every direction. All creatures within 30 feet take 11d6 piercing damage (DC 29 Reflex save) and are exposed to peluda venom if they take any damage.

The peluda can't use Quill Barrage again for 1 minute.
Improved Knockdown

WORKS WELL WITH

FlankerLAND / AQUATICThe Crasher's area burst creates chaos that the Flanker exploits for positional advantage.
MenderLAND / AQUATICThe Crasher's aggressive frontline profile creates high HP attrition that demands tempo-matched healing.
SnareLAND / AQUATICSnare hazards channel enemy movement into the Crasher's area-attack templates, compounding damage pressure.
ShadeLAND / AQUATICDebuffed saves from the Shade maximize the Crasher's area damage output against priority targets.

PUNISHES

✖ clumping✖ standing still✖ low Fortitude
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 Bestiary 2.

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