Friday, March 15, 2019

Dragon Blooded Critters

Minor Dragon Bloodline Green Hag 
CR 6                                                                                            XP: 2,400
CE Medium monstrous humanoid
Init +2; Senses darkvision 90 ft., low-light vision; Perception +15
AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
HP 67 (9d10+18)
Fort +7, Ref +8, Will +7
SR 16; Resist acid 5
Speed 30 ft., swim 30 ft.
Melee 2 claws +13 (1d4+4 plus weakness)
Space 5 ft., Reach 5 ft.
Special Attacks weakness
Spell-Like Abilities (CL 9th; concentration +11) Constant—pass without trace, tongues, water breathing At will—alter self, dancing lights, ghost sound (DC 12), invisibility, pyrotechnics (DC 14), tree shape, whispering wind 1/day—darkness
Str 19, Dex 14, Con 14, Int 15, Wis 13, Cha 14
Base Atk +9; CMB +13; CMD 25
Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude
Skills Bluff +13, Disguise +13, Knowledge (arcana) +11, Perception +15, Sense Motive +9, Stealth +14, Swim +18
  Racial Modifiers +4 Stealth
Languages Aklo, Common, Giant
SQ black dragon affinity, mimicry
Environment temperate marshes
Organization solitary or coven (3 hags of any kind)
Treasure standard
Weakness (Su) A green hag's claws sap strength from those she strikes. Each time a green hag hits a foe with her claw attack, the victim takes 2 points of Strength damage unless he resists the weakness with a DC 17 Fortitude save. Alternatively, a green hag can attempt to inflict even greater weakness on a foe by making a touch attack—this variant requires a standard action and cannot be attempted in the same round the hag makes claw attacks. The opponent touched must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex) A green hag can imitate the sounds of almost any animal found near its lair.
Black Dragon Affinity (Su) A minor black dragon bloodline green hag gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against black dragons.
Knots of dark, moldering hair spill over the features of this sickly, thin, green-skinned crone.
A black dragon bloodline usually courses through evil creatures that lair in swampy areas, such as this green hag.
Minor Blue Dragon Bloodline Half-Dragon (White) Phase Spider 
CR 8                                                                                     XP: 4,800
N Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +10
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
HP 75 (6d10+42)
Fort +12, Ref +8, Will +3
Defensive Abilities ethereal jaunt; Immune cold, paralysis, sleep; Resist electricity 5
Speed 40 ft., climb 20 ft., fly 80 ft. (average)
Melee bite +16 (2d6+10 plus poison and grab), 2 claws +15 (1d6+10)
Space 10 ft., Reach 5 ft.
Special Attacks breath weapon (40-ft. cone of cold, 6d6 cold damage, Reflex DC 20 half), ethereal ambush
Spell-Like Abilities (CL 6th; concentration +7) 3/day—ghost sound
Str 30, Dex 17, Con 24, Int 9, Wis 13, Cha 12
Base Atk +6; CMB +17 (+16 grapple); CMD 30 (42 vs. trip)
Feats Ability Focus (poison), Dazzling Display, Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
Skills Acrobatics +12, Climb +26, Fly +10, Intimidate +5, Perception +10, Stealth +10
  Racial Modifiers +4 Intimidate
Languages Aklo
SQ blue dragon affinity
Environment warm hills
Organization solitary, pair, or cluster (3-6)
Treasure none
Ethereal Ambush (Ex) A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
Poison (Ex) Bite—Injury; save Fort DC 22; frequency 1/round for 8 rounds; effect 1d2 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Blue Dragon Affinity (Su) A minor blue dragon bloodline phase spider gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against blue dragons.
This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.
Phase spiders are voracious predators from the Ethereal Plane who hunt on the Material Plane.
Major Green Dragon Bloodline Harpy
CR 6                                                                                            XP: 2,400
CE Medium monstrous humanoid
Init +2; Senses darkvision 90 ft., low-light vision, blindsense 30 ft.; Perception +9
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 dodge, +1 natural)
HP 52 (7d10+14)
Fort +6, Ref +7, Will +8
Resist acid 10
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +11/+6 (1d8+4), 2 talons +11 (1d6+4)
Space 5 ft., Reach 5 ft.
Special Attacks breath weapon (40-ft. cone of acid, 7d6 acid damage, Reflex DC 15 half), captivating song
Spell-Like Abilities (CL 7th; concentration +10) 3/day—entangle (DC 14) 1/day—plant growth
Str 18, Dex 15, Con 14, Int 7, Wis 12, Cha 17
Base Atk +7; CMB +11; CMD 24
Feats Alertness, Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +7, Fly +11, Intimidate +7, Perception +9, Perform (song) +5, Sense Motive +3, Spellcraft +6
Languages Common
SQ green dragon affinity
Environment temperate marshes
Organization solitary, pair, or flight (3-12)
Treasure standard (leather armor, morningstar, and other treasure)
Captivating Song (Su) A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril.  Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Green Dragon Affinity (Su) A major green dragon bloodline harpy gains a +4 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against green dragons.
Desert Scourge
CR 13                                                                                                    XP: 25,600
Major Red Dragon Bloodline Behir barbarian 4
N Huge magical beast
Init +1; Senses darkvision 90 ft., low-light vision, blindsense 30 ft.; Perception +10
AC 25, touch 9, flat-footed 24 (+1 Dex, +16 natural, -2 size)
HP 185 (10d10+4d12+102)
Fort +20, Ref +11, Will +8
Defensive Abilities trap sense +1, uncanny dodge; +8; Ref +12 bonus vs. traps, Will +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities; Immune electricity; Resist fire 20
Speed 50 ft., climb 20 ft.
Melee bite +24 (2d6+16 plus grab)
Space 15 ft., Reach 10 ft.
Special Attacks breath weapon (20-ft. line of electricity, 7d6 electricity damage, Reflex DC 22 half, usable every 1d4 rounds), breath weapon (40-ft. cone of fire, 10d6 fire damage, Reflex DC 22 half), constrict (2d6+9), rake (6 claws +14, 1d4+6), rage (15 rounds/day), rage powers (raging climber +4, superstition +3), swallow whole (2d8+9 bludgeoning damage, AC 16, 15 hp)
Spell-Like Abilities (CL 10th; concentration +11) 3/day—detect magic, pyrotechnics 1/day—wall of fire
Str 32, Dex 12, Con 25, Int 7, Wis 14, Cha 12
Base Atk +14; CMB +27 (+22 grapple); CMD 38 (can't be tripped)
Feats Alertness, Cleave, Dragon Tail, Great Cleave, Power Attack, Sniff Out Magic, Vital Strike, Weapon Focus (bite), Wreath of Flame
Skills Appraise +2, Climb +19, Intimidate +10, Perception +10, Sense Motive +11, Stealth +5
  Racial Modifiers +4 Appraise, +4 Sense Motive
Languages Common
SQ fast movement, red dragon affinity
Gear potion of greater magic fang +5; Other Gear belt of giant strength +2, cloak of resistance +2
Environment warm hills and deserts
Organization solitary or pair
Treasure double
Grab (Ex) A behir's grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can choose to rake the grappled target or swallow it whole.
Red Dragon Affinity (Su) A major red dragon bloodline behir gains a +4 bonus to Bluff, Diplomacy, Intimidate,
This slithering, multilegged blue reptile has a fearsome head crowned with two large, curling horns.
Red dragon bloodline creatures typically result from ancient, arcane crossbreeding. These creatures usually become leaders or champions of their races.
Major White Dragon Bloodline Advanced Manticore
CR 8                          XP: 4,800
LE Large magical beast
Init +10; Senses darkvision 90 ft., low-light vision, blindsense 30 ft., scent; Perception +18
AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, -1 size)
HP 81 (6d10+48)
Fort +13, Ref +11, Will +5
DR 2/magic; Resist cold 10
Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +14 (1d8+9), 2 claws +14 (2d4+9)
Ranged 4 spikes +12 (1d6+5)
Space 10 ft., Reach 5 ft.
Special Attacks breath weapon (40-ft. cone of cold, 6d6 cold damage, Reflex DC 21 half)
Spell-Like Abilities (CL 6th; concentration +7) 3/day—fog cloud 1/day—wall of ice
Str 28, Dex 23, Con 26, Int 11, Wis 16, Cha 13
Base Atk +6; CMB +16; CMD 32 (36 vs. trip)
Feats Draconic Flesh, Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (spikes)
Skills Fly +1, Perception +18, Stealth +6, Survival +7
  Racial Modifiers +4 Perception, +4 Survival when tracking
Languages Common
SQ ice adapted, white dragon affinity
Environment warm hills and marshes
Organization solitary, pair, or pride (3-6)
Treasure standard
Spikes (Ex) With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.
Ice Adapted (Ex) A major white dragon bloodline manticore can move across icy surfaces without penalty and does not need to make acrobatic checks to run or charge on ice.
White Dragon Affinity (Su) A major white dragon bloodline manticore gains a +4 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against white dragons.
This creature has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes.
When a white dragon's territorial claim clashes with another creature's, sometimes an unusual pairing results.
Major Brass Dragon Bloodline Fey Griffon
CR 7                                                                      XP: 3,200
N Large fey (magical beast)
Init +10; Senses darkvision 90 ft., low-light vision, blindsense 30 ft., scent; Perception +16
AC 22, touch 15, flat-footed 16 (+6 Dex, +7 natural, -1 size)
HP 52 (5d10+25)
Fort +9, Ref +10, Will +4
Defensive Abilities evasion; Will +8 vs. mind-affecting effects; DR 5/cold iron; Resist cold 10, electricity 10, fire 10
Speed 30 ft., fly 80 ft. (average)
Melee bite +9 (1d6+4), 2 talons +8 (1d6+4)
Space 10 ft., Reach 5 ft.
Special Attacks breath weapon (60-ft. line of fire, 5d6 fire, Reflex DC 17 half), pounce, rake (2 claws +8, 1d4+3)
Spell-Like Abilities (CL 5th; concentration +5) 3/day—dancing lights, endure elements 1/day—control winds, deep slumber (DC 12), entangle (DC 11), faerie fire, glitterdust (DC 12)
Str 18, Dex 23, Con 20, Int 7, Wis 13, Cha 10
Base Atk +5; CMB +10; CMD 26 (30 vs. trip)
Feats Alertness, Breath of Dragons, Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +18, Bluff +4, Fly +16, Perception +16, Sense Motive +14
  Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Perception, +4 Stealth
Languages Common (cannot speak)
SQ brass dragon affinity, camouflage
Environment temperate hills
Organization solitary, pair, or pride (6-10)
Treasure incidental
Brass Dragon Affinity (Su) A major brass dragon bloodline griffon gains a +4 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against brass dragons.
Camouflage (Ex) A fey griffon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.
This majestic beast has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.
Brass dragon bloodlines appear in many creatures thanks to a brass dragon's gregarious nature. A creature carrying a brass dragon bloodline tends to be friendlier than others of its species.
Minor Bronze Dragon Bloodline Centaur
CR 4  XP: 1,200
N Large monstrous humanoid
Init +6; Senses darkvision 60 ft., low-light vision;; Perception +9
AC 21, touch 11, flat-footed 19 (+6 armor, +2 Dex, +2 natural, +2 shield, -1 size)
HP 34 (4d10+12)
Fort +4, Ref +6, Will +7
Resist electricity 5
Speed 50 ft. (35 ft. in armor)
Melee longsword +5 (1d8+2/19-20), 2 hooves +0 (1d6+1)
Ranged spear +5 (1d8+2/x3)
Space 10 ft., Reach 5 ft.
Spell-Like Abilities (CL 4th; concentration +5) 1/day—create food and water
Str 15, Dex 14, Con 17, Int 11, Wis 16, Cha 12
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Power Attack, Run
Skills Diplomacy +5, Intimidate +6, Knowledge (nature) +4, Perception +9, Sense Motive +8, Survival +10
Languages Common, Elven, Sylvan
SQ bronze dragon affinity, undersized weapons
Gear breastplate, heavy steel shield, longsword, spear
Environment temperate forests and plains
Organization solitary, pair, band (3-10), tribe (11-30 plus 3 hunters of 3rd level and 1 leader of 6th level)
Treasure standard (breastplate, heavy steel shield, longsword, spear, other treasure)
Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).
Bronze Dragon Affinity (Su) A minor bronze dragon bloodline centaur gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against bronze dragons.
This creature has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.
A creature with a bronze dragon bloodline tends to be a wanderer that seeks out causes for which it can fight. A creature that does not travel instead becomes an advisor to others of its race.
Minor Copper Dragon Bloodline Satyr
CR 5 XP: 1,600
CN Medium fey
Init +3; Senses darkvision 60 ft., low-light vision; Perception +18
AC 20, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +6 natural)
HP 44 (8d6+16)
Fort +4, Ref +9, Will +8
DR 5/cold iron; Resist acid 5
Speed 40 ft.
Melee dagger +6 (1d4+2/19-20), horns +1 (1d6+1)
Ranged short bow +7 (1d6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks pipes
Spell-Like Abilities At will—charm person (DC 16), dancing lights, ghost sound (DC 15), sleep (DC 16), suggestion (DC 17) 1/day—fear (DC 18), hideous laughter (DC 17), summon nature's ally III
Str 14, Dex 17, Con 15, Int 12, Wis 14, Cha 21
Base Atk +4; CMB +6; CMD 19
Feats Combat Expertise, Dodge, Mobility, Skill Focus (Perception), Weapon Finesse
Skills Bluff +20, Diplomacy +16, Disguise +10, Intimidate +10, Knowledge (nature) +11, Perception +18, Perform (wind instruments) +20, Stealth +17, Survival +7
  Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan
SQ copper dragon affinity
Gear dagger, short bow plus 20 arrows, masterwork panpipes
Environment temperate forests
Organization solitary, pair, band (3-6), or orgy (7-11)
Treasure standard (dagger, short bow plus 20 arrows, masterwork panpipes, other treasure)
Pipes (Su) A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spelllike abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.
Copper Dragon Affinity (Su) A minor copper dragon bloodline satyr gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against copper dragons.
This handsome, grinning man has the furry legs of a goat and a set of curling ram horns extending from his temples.
A copper dragon enters into dalliances with other creatures that have a similar joie de vivre, and the resulting unions create enduring bloodlines.
Minor Gold Dragon Bloodline Cloud Giant
CR 12 XP: 19,200
NG Huge humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +17
AC 26, touch 9, flat-footed 25 (+4 armor, +1 Dex, +13 natural, -2 size)
HP 184 (16d8+112)
Fort +17, Ref +6, Will +10
Defensive Abilities rock catching; Resist fire 5
Speed 50 ft.
Melee morningstar +23/+18/+13 (4d6+19) or 2 slams +23 (2d6+13)
Ranged rock +12 (2d6+19)
Space 15 ft., Reach 15 ft.
Special Attacks rock throwing (140 ft.)
Spell-Like Abilities (CL 16th)
   At will-Levitate (self plus 2,000 lbs.), Obscuring Mist
   1/day-Fog Cloud
Str 37, Dex 13, Con 25, Int 12, Wis 16, Cha 12
Base Atk +12; CMB +27; CMD 38
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +20, Craft (weapons) +8, Diplomacy +9, Heal +7, Intimidate +26, Perception +17, Perform (string instruments) +8
  Racial Modifiers +4 Heal
Languages Common, Giant
SQ gold dragon affinity, oversized weapon
Gear chain shirt, morningstar
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
Oversized Weapon (Ex) A cloud giant can wield Gargantuan weapons without penalty. Most favor the use of immense morningstars.
Gold Dragon Affinity (Su) A minor gold dragon bloodline cloud giant gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against gold dragons.
This towering giant has finely chiseled features. Her skin is pale and smooth, and her long wispy hair flutters as if in a breeze.
Gold dragons ally with other good creatures in the course of combatting a great evil, and, rarely, a gold dragon who mates with one of its new compatriots establishes a bloodline.
Major Silver Dragon Bloodline Pseudodragon
CR 8 XP: 4,800
Major silver dragon bloodline pseudodragon rogue 8
NG Tiny dragon
Init +7; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6
AC 22, touch 16, flat-footed 19 (+3 Dex, +6 natural, +2 size, +1 deflection)
HP 93 (2d12+8d8+40)
Fort +9, Ref +12, Will +6
Defensive Abilities evasion, improved uncanny dodge, trap sense +2; Immune paralysis, sleep; SR 23; Resist cold 20
Speed 15 ft., fly 60 ft. (perfect)
Melee sting +17 (1d3+1 plus poison), bite +16 (1d2+1)
Space 2-1/2 ft., Reach 0 ft. (5 ft. with tail)
Special Attacks breath weapon (40-ft. cone of cold, 10d6 cold, Reflex DC 19 half), sneak attack +4d6
Spell-Like Abilities 3/day—feather fall 1/day—control winds
Str 13, Dex 16, Con 18, Int 10, Wis 12, Cha 10
Base Atk +8; CMB +11; CMD 21 (25 vs. trip)
Feats Graceful Flyer, Greater Breath of Dragons, Greater Draconic Resistance, Improved Initiative, Power Attack, Skill Focus (use magic device), Stealthy, Weapon Finesse, Weapon Focus (sting)
Skills Acrobatics +15, Bluff +12, Diplomacy +5, Escape Artist +20, Fly +20, Intimidate +14, Perception +6, Sense Motive +6, Sleight of Hand +16, Spellcraft +8, Stealth +32, Survival +13, Use Magic Device +19
  Racial Modifiers +4 Intimidate, +4 Spellcraft, +4 Stealth (+8 in forests)
Languages Draconic; telepathy (60 ft.)
SQ rogue talents (fast stealth, resiliency, surprise attacks, weapon training), silver dragon affinity, trapfinding +4
Gear wand of magic missile
Other Gear ring of protection +1
Environment temperate forests
Organization solitary, pair, or clutch (3-5)
Treasure standard
Poison (Ex) Sting-injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Silver Dragon Affinity (Su) A major silver dragon bloodline pseudodragon gains a +4 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against silver dragons.
This housecat-sized miniature dragon has fine scales, sharp horns, wicked little teeth, and a tail tipped with a barbed stinger.
Silver dragons mix with exemplars of courage and honor that help the weak and combat evil. Such unions beget a new silver dragon bloodline.