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Tamikan

Creature 16 (unique) — dragon

Pre-Remaster content. May include legacy alignment.

CrasherWeaverLANDAQUATICAERIALdragon

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: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)

Perception +23; darkvision
Languages draconic
Skills acrobatics +29, athletics +33, intimidation +27, stealth +27, survival +26
Str
+9
Dex
+5
Con
+6
Int
+1
Wis
+4
Cha
+5
AC 38 Fort +29 Ref +27 Will +26 +1 Status to All Saves vs. Magic
HP 295
Immunities paralyzed, sleep
Speed 30 feet, fly 130 feet, swim 30 feet

Offense

Melee Beak (magical, reach-15, unarmed) +32, Damage 3d12+13 piercing plus Boat Breaker, Grab
Melee Claw (agile, reach-10, unarmed) +32, Damage 3d8+15 slashing
Melee Wing (agile, reach-15) +32, Damage 3d10+13 bludgeoning
Melee Tail (agile, reach-20) +30, Damage 3d8+13 bludgeoning

Abilities

+1 Status to All Saves vs. Magic
Attack of Opportunity (Tail Only)
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.
Sonic Screech (arcane, sonic) — Tamikan unleashes a powerful and deadly blast of sonic force from her maw that deals 12d6 sonic damage in a 100-foot line (DC 37 Reflex save). She can't use Sonic Screech again for 1d4 rounds.
Wailing Dive — The kongamato Flies while emitting a terrifying screech. Each creature the kongamato flies over must succeed at a DC 37 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

WORKS WELL WITH

AnvilLANDAn anchor holds the formation while strafing runs and line breath scatter and shred clustered foes.
SnareLANDImmobilized targets become guaranteed hits for line breath and can be strafed without repositioning cost.
SniperLANDFrightened and scattered enemies are isolated pickings for ranged precision fire at safe distance.
ShadeLANDDistracted and frightened targets suffer Perception penalties, opening ambush windows for stealth strikers.

PUNISHES

✖ clumping✖ standing still✖ low Will
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 #166: Despair on Danger Island.

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