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Pathfinder Second Edition

Compendium

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Jungle Drake

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Believed to be related to green dragons, jungle drakes are Dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly Maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please.

Attributes

Jungle Drake

Creature 6

NELargeDragon, Earth
  • Perception13; darkvision, scent (imprecise) 30 feet
  • LanguagesDraconic
  • Skills acrobatics 15 athletics 13 stealth 13 survival 11
  • Str5Dex3Con4Int -1Wis1Cha1
  • AC 23 Fort17Ref13Will11
  • HP 90 Immunitiesdisease, paralyzed, poison, unconscious
  • Woodland Stride The jungle drake ignores difficult terrain and greater difficult terrain from non-magical foliage.
  • Twisting Tail TriggerA creature within reach of the jungle drake’s stinger uses a move action or leaves a square during a move action it’s using. Effect: The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature’s action.
  • Speed20 feet, fly 50 feet, woodland stride
  • Melee fangs 17 Damage2d10+7 piercing plus predatory grabstinger 17 (reach 10 feet) Damage2d6+7 piercing plus jungle drake venom
  • Draconic Frenzy The jungle drake makes one fangs Strike and two stinger Strikes in any order.
  • Jungle Drake Venom (poison) Saving Throw: Fortitude DC 24; Maximum Duration: 6 rounds; Stage 1: 1d6 (1d6) poison and enfeebled 1 (1 round); Stage 2: 1d6 (1d6) poison and enfeebled 2 (1 round).
  • Predatory Grab As Grab, but the jungle drake’s Grab does not end if it moves away. Instead, it carries the grabbed creature with it. A jungle drake can’t Fly while grabbing a creature unless that creature can also Fly. Grab: Requirements: The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. Effect: The monster automatically Grabs the target until the end of the monster’s next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
  • Speed Surge (move) The jungle drake moves up to twice its Speed. It can do this three times per day.
  • Spit Venom (poison) A jungle drake can spit a sticky glob of its venom to a range of 50 feet that explodes in a 10-foot burst. Those in the burst must succeed at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake can’t use Spit Venom again for 1d6 (1d6) rounds.