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Whimwyrm

Creature 17 (rare) — air, dragon

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDAERIALdragonair

Whimwyrms are unpredictable dragons native to the whimsically dangerous First World. While their coloration and appearance might evoke reactions of adoration, their moods shift quickly from one extreme to the other. Many who have assumed that their adorability and relatively small size equates to safety have met swift and grisly ends on a whimwyrm's fangs or magic. A whimwyrm is a slender, sleek dragon, not much longer than seven feet from snout to tail, but its speed in combat is unnerving. Wh

Source: kingmaker-bestiary (Pre-Remaster)

Perception +31; darkvision, scent (imprecise) 30 feet; fog vision
Languages common, draconic, fey
Skills acrobatics +34, athletics +30, deception +32, intimidation +30, nature +30, performance +35, stealth +34, survival +29
Str
+5
Dex
+9
Con
+6
Int
+5
Wis
+6
Cha
+7
AC 42 Fort +29 Ref +34 Will +29
HP 280
Immunities confused, controlled, paralyzed, petrified, unconscious
Resistances mental 15
Weaknesses cold-iron 15
Speed 30 feet, fly 60 feet

Offense

Melee Frenzied Fangs (finesse) +35, Damage 3d12+12 piercing
Melee Whiplashing Tail (agile, finesse, reach-10) +35, Damage 3d8+12 slashing

Abilities

Fog Vision — Fog and mist doesn't impair a whimwyrm's vision; it ignores the Concealed condition from fog and mist.
Insult Challenges — When a whimwyrm's insults result in combat, it rolls Performance for initiative. A PC who engaged in the insults can roll Performance as well, and if they insulted the whimwyrm, it begins the combat Stunned 1 as it sputters in indignation if the Performance check also exceeds the Whimwyrm's Will DC of 39.
Attack of Opportunity (Fangs Only) — Fangs only.

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Meddling Tail
Mind-Numbing Breath (arcane, mental) — The whimwyrm exhales a 40-foot cone of sparkling magenta mist. Creatures within the area must attempt a DC 38 Will save as their minds are overwhelmed by a sudden riot of false (and typically unpleasant) memories, taking 10d12 mental damage depending on their save. The whimwyrm can't use mind-numbing breath for 1d4 rounds.

Critical Success The creature becomes outlined in sparkling dust, negating any Invisibility it has in effect for 1 round and takes no damage.

Success The creature takes half damage, and its invisibility is negated for 2 rounds.

Failure The creature takes full damage, is Dazzled for 1 minute, and its invisibility is negated for 1 minute.

Critical Failure The creature takes double damage, is Blinded for 1 round, dazzled for 1 minute, and its invisibility is negated for 1 minute.
Arcane Innate Spells DC 38, attack +30
8th Scintillating Pattern
7th Duplicate Foe, Prismatic Spray, Warp Mind
5th Cloudkill, Illusory Scene
Cantrips (8th) Dancing Lights, Ghost Sound, Message, Telekinetic Projectile

WORKS WELL WITH

AnvilLAND / AERIALAn Anvil holds enemies within the Whimwyrm's Mind-Numbing Breath cone and under its reach tail Strike.
FlankerLAND / AERIALA Flanker exploits off-guard conditions created by the Whimwyrm's debilitating breath and mobility pressure.
ShadeLAND / AERIALA Shade ambushes from the confusion created by Mind-Numbing Breath while enemies are disoriented.

PUNISHES

✖ clumping✖ low Will✖ fog
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 Kingmaker.

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