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