Kongamato
Description
Kongamatos are primeval dragons that hunt the deep jungles of the world. Although not as intelligent or magically adept as their “true” cousins, kongamatos are respected and feared for their resilience and awesome strength. While the kongamato's body is clearly draconic—squat and dense with sharp claws capping each of its four limbs—the creature's head is distinctly avian, with a long, toothless beak and a pronounced crest. A kongamato's hide is a rich emerald hue, with an ash-colored underbelly and crimson webbing on its broad wings. Females have smaller head-crests than males, and a rosy hue colors both the undersides of their wings and their underbellies.
Kongamatos are apex predators that make their lairs in the tops of the oldest and strongest trees, or in caves and ruins. Kongamatos are carnivorous and prey on large herd animals. Although they do not have teeth, their beaks are sharp and strong, allowing them to carve their kills with precision and to punch through wood, rock, and even metal. When possible, kongamatos hunt on the perimeter of their territories, gliding silently and gracefully through even the thickest forest foliage to surprise prey.
Both males and females grow to a length of almost 30 feet, with an equally broad wingspan, and can weigh up to 7 tons. Kongamatos live between 500 and 600 years.
Combat Stats
- Melee
- bite +28 (2d6+12), 2 claws +28 (1d8+12), tail slap +26 (2d6+6), 2 wings +26 (1d8+6)
- Space
- 15 ft.
- Reach
- 15 ft.
- DR
- 10/magic
- SR
- 26
Ability Scores
Special Attacks
Wailing Dive — When a kongamato makes a charge while flying or uses its Flyby Attack feat, the creature's body becomes infused with energy, causing its bite to deal an extra +1d6 points of sonic damage on that attack.
breath weapon (50-ft. cone, 14d6 sonic damage, Reflex DC 27 for half, usable every 1d4 rounds)
Special Qualities
Piercing Beak — A kongamato's beak is extremely hard and adept at breaking objects. When attempting to damage an item, a kongamato's beak attack does double damage and is treated as if it were adamantine for the purposes of overcoming the object's hardness.
Feats
Flyby Attack, Hover, Improved Initiative, Improved Sunder, Lightning Reflexes, Multiattack, Power Attack, Snatch, Wingover
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
The creature's secondary attacks with natural weapons take only a –2 penalty.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Skills
Climb +19, Fly +20, Intimidate +16, Perception +23, Sense Motive +15, Stealth +13, Survival +20
- Type
- Dragon
- Alignment
- N
- Size
- Huge
- Environment
- tropical forests
- Organization
- solitary or pair
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision; Perception +23
- Languages
- Draconic
- Source
- Bestiary 3