Library / Bestiary

Drake, Flame

CR 5.00 Dragon CE Large
This ferocious creature looks like a red-and-yellow scaled dragon, but with only two legs.

Flame drakes are the degenerate cousins of red dragons, with all of the rage and temper of true red dragons but little of the reason and intelligence. Flame drakes are brutal bullies who terrorize the lands they inhabit. From those they can frighten, flame drakes exact harsh tribute, and they viciously attack any not so easily cowed.

Flame drakes gather in small hunting packs called “rampages,” working together easily during raids but often falling prey to squabbling and infighting over the spoils. Males and females form their own packs divided by gender, coming together only during the annual mating season.

Flame drakes mate once a year. Males play no part in raising their offspring, and abandon their partners soon after mating. Females lay clutches of two or three eggs in secluded mountain nests, and raise their hatchlings for only 2 years before rejoining their packs and abandoning their offspring to their fates. Flame drakes mature in 5 years, and can live up to 150 years. They generally grow to 12 feet long and weigh 1,500 pounds.

STR
21
DEX
13
CON
16
INT
9
WIS
12
CHA
10
HP
57 (6d12+18)
AC
18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
Speed
20 ft., fly 60 ft. (average)
Init
+5
Melee
bite +10 (2d6+5 plus 1d6 fire), tail slap +5 (1d6+2)
Space
10 ft.
Reach
10 ft.
BAB
+6
CMB
+12
CMD
23
Fort
+8
Ref
+6
Will
+6

Fireball Breath — A flame drake can, as a standard action, breathe a ball of flame that explodes like a fireball. This attack has a range of 180 feet and deals 5d6 points of fire damage (DC 16 Reflex half) to all creatures within a 20-foot-radius spread. Once a flame drake has used its fireball breath, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.

Speed Surge — Three times per day as a swift action, a flame drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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.</p>

Fly +8, Intimidate +9, Perception +10, Stealth +6, Survival +10

Details
Type
Dragon
Alignment
CE
Size
Large
Environment
temperate mountains or hills
Organization
solitary, pair, or rampage (3-12)
Treasure
standard
Senses
darkvision 60 ft., low-light vision, scent; Perception +10
Languages
Draconic
Source
Bestiary 2
Sources Used in This Record
2 House/Core
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.