Agate Ioun Stone

My Monsters's page

No posts. Alias of Dragonborn3.


About My Monsters

Woodland Drake:
CR 1

XP 400
N Medium dragon
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE

AC 15, touch 12, flat-footed 15 (+2 Dex, +3 natural)
hp 17 (2d12+4)
Fort +5, Ref +5, Will +3
Immune paralysis, sleep
OFFENSE

Speed 50 ft.
Melee bite +4 (1d6+3 plus sunder)
STATISTICS

Str 14, Dex 15, Con 15, Int 4, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Feats Power Attack
Skills Perception +5, Stealth +7, Survival +5 (+9 scent tracking), Climb +6, Swim +6; Racial Modifiers +4 Survival when tracking by scent

ECOLOGY

Environment cold or temperate forests
Organization solitary, pair, or pack (3–12)
Treasure none

Bloodletter Drake:
CR 1/2

XP 200
N Tiny dragon
Init +2; Senses darkvision 60ft, low-light vision, scent; Perception +1
DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d12)
Fort +2, Ref +5, Will +3
Immune paralysis, sleep
OFFENSE

Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14, Survival +5 (+9 when tracking by scent); Racial Modifiers +4 Stealth, +8 Acrobatics
SPECIAL ABILITIES
Bloody Bite (Ex)

When a bloodletter drake hits with a bite attack, it deals 1 point of bleed damage that lasts for 1d4 rounds in addition to it's normal damage. Multiple bites do not stack, but they do reset the number of rounds a creature takes this bleed damage.

ECOLOGY

Environment temperate forests and hills
Organization solitary
Treasure none

Mouser Drake:
CR 1/4

XP 100
N Tiny dragon
Init +2; Senses darkvision 60ft, low-light vision, scent; Perception +5
DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d12–1)
Fort +1, Ref +4, Will +3
Immune paralysis, sleep
OFFENSE

Speed 30 ft.
Melee 2 claws +5 (1d2–4), bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 12
Base Atk +1; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +17; Racial Modifiers +4 Climb, +4 Stealth
SPECIAL ABILITIES
Familiar

The master of a mouser drake familiar gains a +3 bonus on Stealth checks.

ECOLOGY

Environment temperate and hot plains or urban
Organization solitary, pair, or pack (3–12)
Treasure none

Coral Drake:
CR 5

XP 1,600
N Huge dragon
Init +5; Senses darkvision, 60ft, low-light vision, scent; Perception +10
DEFENSE

AC 20, touch 10, flat-footed 18 (+10 armor, +2 Dex, -2 size)
hp 91 (7d12+35)
Fort +10, Ref +7, Will +6
Immune paralysis, sleep
OFFENSE

Speed 15 ft., swim 50 ft.
Melee bite +12 (2d8+9)
Space 15 ft.; Reach 10 ft.
Special Attacks capsize (DC 25)
STATISTICS

Str 22, Dex 14, Con 20, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +15; CMD 26 (30 vs. trip)
Feats Improved Initiative, Iron Will, Lunge, Weapon Focus (bite)
Skills Perception +10, Swim +20, Survival +11(+16 when tracking by scent)
SQ hold breath

ECOLOGY

Environment warm or temperate water or coastlines
Organization solitary or bale (2-6)
Treasure none

Sewer Drake Swarm:
CR 2

XP 600
N Tiny dragon (swarm)
Init +6; Senses darkvision 60ft, low-light vision, scent; Perception +9
DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 20 (3d12+3)
Fort +4, Ref +5, Will +5
Defensive Abilities swarm traits (as a swarm of tiny creatures, a Sewer Drake Swarm takes only half damage from piercing and slashing attacks)
Immune paralysis, sleep
OFFENSE

Speed 15 ft., climb 15 ft., swim 15 ft.
Melee swarm (1d6 plus disease)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 12)
STATISTICS

Str 2, Dex 15, Con 13, Int 2, Wis 14, Cha 2
Base Atk +3; CMB —; CMD —
Feats Improved Initiative, Skill Focus (Perception)
Skills Climb +14, Perception +12, Stealth +14, Survival +5(+9 when tracking by scent), Swim +10; Racial Modifiers uses Dex to modify Climb and Swim; Racial Modifiers uses Dex to modify Climb and Swim
SPECIAL ABILITIES
Disease (Ex)

Filth fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

ECOLOGY
Environment any
Organization solitary, pack (2–5 swarms), or infestation (6–12 swarms)
Treasure none

Cave Lurker:
CR 1

XP 400
NE Tiny aberration
Init +2; Senses blindsight 60 ft.;
Perception +6
DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +4
Immune gaze attacks, illusions, etc(stuff blind things are immune too)
SR 12
OFFENSE

Speed 15 ft., fly 60 ft. (good)
Melee sting +5 (1d3–2 plus poison), bite +5 (1d2–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
STATISTICS

Str 8, Dex 15, Con 12, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +7, Fly +12, Perception +6, Stealth +19 (+23 underground);
Racial Modifiers +4 Stealth (improves to +8 underground)

Languages Aklo; telepathy (60 ft.)
SPECIAL ABILITIES

Poison (Ex)
Sting—injury; save Fort DC 15; frequency 1/minute for 10 minutes; effect staggered for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

ECOLOGY

Environment underground
Organization solitary, pair, or brood (3–5)
Treasure standard