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Venexus

Creature 9 (unique) — cold, dragon

Pre-Remaster content. May include legacy alignment.

CrasherWeaverLANDAERIALVERTICALcolddragon

Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)

Perception +20; darkvision, scent (imprecise) 60 feet; storm vision
Languages common, draconic, hallit
Skills acrobatics +17, arcana +17, athletics +21, intimidation +19, stealth +15
Str
+6
Dex
+2
Con
+4
Int
+2
Wis
+3
Cha
+2
Items Primordial Flame
AC 28 Fort +21 Ref +15 Will +17 +1 status to all saves vs. magic
HP 170
Immunities cold, paralyzed, sleep
Speed 30 feet, fly 120 feet (ice climb 30 feet)

Offense

Melee Jaws (cold, magical, reach-10, unarmed) +21, Damage 2d10+10 piercing plus 1d6 cold
Melee Claw (agile, magical, unarmed) +21, Damage 2d8+10 slashing
Melee Tail (magical, reach-15) +20, Damage 2d6+8 bludgeoning

Abilities

+1 Status to All Saves vs. Magic
Freezing Blood (arcane, cold) —
Frightful Presence (aura, emotion, fear, mental) — 90 feet. DC 25 Will

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.

Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.
Mist Shroud (arcane, aura, water) — 10 feet. The Primordial Flame continually heats the cold emanating from Venexus's body, surrounding the dragon in a thin veil of fog. Creatures in the aura are Concealed, and other creatures are concealed to creatures in the area. Venexus's storm vision allows her to see through this concealment, however. If wind disperses the aura, it returns automatically at the start of Venexus's turn. The aura is suppressed in water.
Storm Vision — Inclement weather doesn't impair Venexus's vision; she ignores Concealment from fog, mist, rain, and snowfall.
Breath Weapon (arcane, cold) — Venexus breathes a cloud of frost that deals 10d6 cold damage in a 40-foot cone (DC 28 Reflex). She can't use Breath Weapon again for 1d4 rounds.
Draconic Frenzy — Venexus makes two claw Strikes and one tail Strike in any order.
Draconic Momentum — When Venexus scores a critical hit with a Strike, she recharges her Breath Weapon.
Ice Climb 30 feet — Venexus can climb on ice as though she had the listed climb Speed. She ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice.
Shape Ice (arcane, water) — Venexus magically reshapes a cube of ice or snow she touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatics check. On a failure, the creature falls Prone on the ice; on a critical failure, it falls off the ice entirely and is also prone.
Snuff (arcane, water) — Venexus releases a wave of sleet, which douses open flames within 30 feet. All non-magical fire is automatically extinguished. All creatures in the area suffering from persistent fire damage immediately attempt a DC 10 Flat to end the persistent damage. If Snuff overlaps with an ongoing fire effect, Snuff attempts to counteract the fire effect.
Divine Innate Spells DC 25, attack +17
2nd Obscuring Mist (At Will)
1st Gust of Wind (At Will)
Primal Innate Spells DC 25, attack +17
7th Sunburst
Cantrips (7th) Produce Flame

WORKS WELL WITH

SnareLAND / AERIALTraps channel enemies into breath weapon cones while aerial mobility covers escape routes.
AnvilLANDA grounded anchor holds the frontline while the flyer strafes with breath and frenzy from above.
ShadeLANDConcealment from mist shroud enables ambush strikes hidden from enemy sightlines.

PUNISHES

✖ clumping✖ low Will✖ fire reliance
Stacking crashers with breath weapons creates overlapping AoE but leaves no durable anchor.
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 #176: Lost Mammoth Valley.

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