team plus editions
The following are additional kinds of drakes you can find during your adventures in Golarion.
The barrow drake is a massive, heavy draconic creature whose normal scales are mostly hidden beneath a shifting shell of bones and skulls. Its thick hide is encrusted with old femurs, ribs, and jagged fragments held together by primal earth. This armor clacks loudly with every step and bristles with sharp points, turning the creature into a walking wall of bone that can shrug off attacks or shatter into a deadly wave of shrapnel.
True to its name, this drake makes its home in ancient burial mounds, forgotten battlefields, and quiet graveyards. Like other drakes, it has leathery wings and is fully capable of flight, but it rarely takes to the skies while hunting. Since the bones it loves to collect are on the ground and underground, it prefers a subterranean life. It stalks beneath the dirt like a shark, waiting for travelers to walk overhead before bursting out of the earth to drag its prey down into the dark.
Perception +15; barrow sense, darkvision, scent (imprecise) 30 feet
Languages Draconic
Skills Acrobatics +16, Athletics +18, Intimidation +18, Stealth +14 (+18 in barrows or graveyards)
Str +6, Dex +2, Con +5, Int -1, Wis +3, Cha +3
Barrow Sense A barrow drake can sense the vibrations of the earth specifically through the remains of the dead. This functions as a 30-foot tremorsense (imprecise), but only in areas with scattered bones, such as barrows, graveyards, or old battlefields. Additionally, graveyard mist and blowing bone dust don't impair a barrow drake's vision; they ignore concealment from these sources.
AC 26; Fort +17, Ref +14, Will +15
HP 135; Immunities paralyzed, sleep; Resistances piercing 5, slashing 5
Bone-Plated Deflection Trigger The barrow drake is targeted with a melee attack by a creature within its reach. Effect The drake violently twists, bringing its bone armor to bear. It gains a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the drake makes a tail Strike against the attacker.
Speed 20 feet; burrow 30 feet (terrain with bone pressence only), fly 40 feet
Melee fangs +19, Damage 2d12+10 piercing
Melee tail +19, Damage 2d8+10 bludgeoning
Barrow Breach (earth, manipulate, move) The barrow drake Burrows. If it moves through terrain with bone pressence, it magnetically coats itself in skeletal remains, gaining 35 temporary Hit Points that last for 1 minute or until destroyed. Each subsequent time, the amount decreases by 10 (to a minimum of 15) as it depletes the available bones in the area. The drake can then Burrow again up to its burrow speed. It can't gain temporary Hit Points from this ability again while it still has them.
Draconic Frenzy The barrow drake makes two fangs Strikes and one tail Strike in any order.
Macabre Rattle The barrow drake rattles its skeletal plating in a deafening, terrifying rhythm. It attempts an Intimidation check to Demoralize up to two different targets within 30 feet. If the barrow drake rolls a critical success on its check to Demoralize a creature, that creature does not become temporarily immune to the barrow drake's attempts to Demoralize it.
Miasmic Breath (primal, void) The barrow drake exhales a dense, suffocating ball of graveyard miasma with a range of 50 feet that explodes into a cloud with a 15-foot-radius burst. Creatures in the area take 9d6 void damage (DC 27 basic Reflex save). On a failure, a creature is frightened 1 (or frightened 2 on a critical failure). The barrow drake can't use Miasmic Breath again for 1d6 rounds, during which a thin, lingering mist grants concealment to everything within it.
Ossified Armor While the barrow drake has temporary Hit Points from Barrow Breach, its piercing and slashing resistances increase to 10, it is immune to precision damage, and it is immune to new bleed effects (though any persistent bleed damage already affecting the drake before it gained this armor remains active). Critical hits ignore this bleed and precision immunity, treating the bone shell as pierced.
Shattered Carapace When the barrow drake's temporary Hit Points from Barrow Breach are reduced to 0, the bone armor shatters violently. All creatures in a 15-foot emanation take 4d6 piercing damage (DC 27 basic Reflex save).
Speed Surge (move) Frequency Three times per day; Effect The barrow drake Strides or Flies twice.
The cavern drake is a sleek, serpentine draconic creature whose devilish features are mostly hidden in the gloom of the deep caverns. Its agile body is covered in matte black scales that absorb whatever little light exists below ground, allowing it to blend seamlessly into dark rock formations and tight crevices. This natural camouflage is paired with specially adapted wing membranes that muffle its movements, turning the creature into a silent phantom that can cling to cavern ceilings and drop into a terrifying flurry of leathery wings.
Forced to survive in pitch-black environments, this drake makes its home in twisting cave networks, deep ravines, and quiet underground ruins. Like other drakes, it is a ferocious fighter, but it rarely relies on a loud, brute-force charge to start a battle. Since the creatures it loves to hunt are also experts at hiding in the dark, it relies on highly sensitive echolocation to pinpoint its prey. It stalks through the cavern air like an owl, waiting for victims to walk blindly below before diving out of the shadows to strike in absolute silence.
Perception +12; darkvision, echolocation (precise) 30 feet, scent (imprecise) 30 feet
Languages Draconic
Skills Acrobatics +12, Athletics +11, Stealth +12 (+14 in caves)
Str +3, Dex +4, Con +3, Int -1, Wis +3, Cha -1
Echolocation The cavern drake can use hearing as a precise sense with the listed range.
Light Blindness When first exposed to bright light, the cavern drake is blinded until the end of its next turn. After this exposure, light doesn't blind the drake again until after it spends 1 hour in darkness. However, as long as the drake is in an area of bright light, it's dazzled.
AC 21; Fort +11, Ref +13, Will +11
HP 65; Immunities paralyzed, sleep
Wing Thrash Trigger An adjacent enemy damages the cavern drake. Effect The cavern drake lashes out with its leathery wings. It makes one wing Strike against the triggering creature and one wing Strike against another adjacent creature.
Speed 20 feet, climb 20 feet, fly 50 feet
Melee fangs +13, Damage 2d8+3 piercing
Melee tail +14 (agile, finesse, reach 10 feet) Damage 2d6+3 bludgeoning
Melee wing +13 (agile) Damage 1d8+3 slashing
Draconic Frenzy The cavern drake makes one fangs Strike and two tail Strikes in any order.
Echoing Screech (primal, sonic) The cavern drake unleashes a concentrated pulse of sound up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take 4d6 sonic damage (DC 21 basic Fortitude save). On a failure, a creature is clumsy 1 for 1 round (or clumsy 2 for 1 minute on a critical failure). The cavern drake can't use Echoing Screech again for 1d6 rounds.
Silent Flight The cavern drake's wings are specifically adapted to muffle sound. It can use the Sneak action while flying, moving up to half its fly speed.
Speed Surge (move) Frequency Three times per day; Effect The cavern drake Strides, Climbs, Flies, or Sneaks twice.
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