Elite Mutant Cryptid Snapdrake

Level 10
Creature· elementalRareLargeRemaster
AC
26
HP
144
Speed
20 ft.
Perception
+19
Fort
+16
Ref
+11
Will
+19
Immunities bleed, paralyzed, poison, sleep
Weaknesses axe-vulnerability 10, fire 10
Languages arboreal, common, muan
Skills performance +19, acrobatics +18
Other Speeds fly 50 ft.
Recall Knowledge DC 32 (nature)

Attacks

Melee Fangs +17, Damage 2d12+7 piercing
Melee Tail Scythe +19 (deadly-d10, finesse, reach 10 ft.), Damage 2d10+9 slashing

Abilities

Alluring Scent

30 feet. A creature that enters the emanation must attempt a DC 28 will save. On a failure, the target is Fascinated by the snapdrake and must use at least 1 action on its next turn to Stride closer to the snapdrake. On a success, the target is immune to the snapdrake's alluring scent for 1 hour.

Reactive Strike (Tail Scythe Only)
Explosive End

The mutant snapdrake's death reveals one last surprise as it explodes into splinters. When it dies, it explodes, dealing 5d6 piercing damage to each creature in a 10-foot area, with a DC 30 reflex save.

Greater Forest Passage

The snapdrake ignores difficult terrain and greater difficult terrain from plants and fungi.

Marrowlance

The mutant cryptid can make wicked spears of bone erupt from its body. The creature can make marrowlance ranged unarmed attacks. Use the highest attack modifier from the creature's highest ranged Strike, as well as the damage from that Strike. If it has no ranged attacks, use moderate accuracy and low damage for the creature's level. Marrowlance unarmed attacks have a range of 60 feet and the versatile S trait.

Shifting Iridescence

Whenever the mutant snapdrake takes energy damage to which it isn't resistant or immune, after taking the damage normally, it gains resistance 10 to that damage type. If it had a resistance to a different damage type from shifting iridescence, it replaces the old resistance with the new resistance.

Snapdrake Pollen

Saving Throw DC 30 fortitude

Maximum Duration 8 rounds

Stage 1 1d6 poison damage plus Dazzled (1 round)

Stage 2 1d6 poison damage plus dazzled and Sickened 1 (2 rounds)

Stage 3 2d6 poison damage plus Confused and sickened 1 (2 rounds)

Speed Surge

Frequency 3 times per day


Effect The snapdrake moves up to twice its Speed.

Spray Pollen◆◆

The snapdrake breathes a blast of pollen in a 40-foot area. Creatures caught in the blast must succeed at a DC 28 reflex save or be exposed to snapdrake pollen. The snapdrake can't use Spray Pollen again for .

Unusual Bane

This mutant snapdrake is traumatized by the former Conference Z staff who teamed up to hold it down while experimenting on it. The first time each round the mutant snapdrake comes within 15 feet of any character who took the Aid action, or is attacked while being flanked by two characters, it takes 10[mental] damage and must attempt a DC 30 will save. On a failure, it is Stunned 1 (Stunned 3 on a critical failure).

Grab

Skilled kizidhar mages and gardeners handcraft these lovely creatures as much for their shuyookhs' aesthetic pleasure as for their protection. Creating a snapdrake requires first painstakingly constructing a frame of living wood in the shape of a drake before weaving thousands of colorful snapdragon flowers into intricate patterns to form its body and scales. Once complete, snapdrakes often serve kizidhars as a combination of guards, pets, and decorations for as long as they are well fed.