Drake, Forest
Forest drakes are the degenerate cousins of green dragons, possessed of cruel cunning but little actual wit. Like most drakes, forest drakes are bullies, prowling deep forests in search of their favorite prey—elves and fey. Forest drakes eagerly attack communities of such forest creatures unless driven off with arrows or other shows of force.
Like many other drake types, forest drakes organize themselves in packs called “rampages,” and keep communal lairs in secluded forest locations. Such packs are usually made up of siblings who break from the pack only during mating season. A forest drake pack has a distinct pecking order, with younger and newer members receiving the least desirable portions of pack kills and the fewest mating options.
Forest drakes mate once a year, but do little to raise their offspring. A female lays a clutch of four to eight eggs, but abandons her young as soon as they hatch. Forest drake hatchlings immediately band together in a pack.
While few survive so long, forest drakes can live up to 200 years. Forest drakes are typically about 10 feet long with equally long tails, and weigh around 1,000 pounds.
- HP
- 42 (5d12+10)
- AC
- 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
- Speed
- 30 ft., fly 60 ft. (average), swim 30 ft.
- Init
- +6
- Melee
- bite +8 (1d8+4), tail slap +3 (1d8+2)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +5
- CMB
- +10
- CMD
- 22
- Fort
- +6
- Ref
- +6
- Will
- +4
Acidic Cloud — A forest drake can, as a standard action, spit a ball of acid that bursts into a cloud on impact. This attack has a range of 60 feet and deals 4d6 points of acid damage (Reflex DC 14 half) to all creatures within the resulting 10-foot-radius spread. The cloud remains for 1d4 rounds once created, acting as a 10-foot-radius obscuring mist (it no longer causes damage), but a strong wind disperses it in a single round. Once a forest drake has used its acidic cloud breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.
Aquatic Adaptation — A forest drake can breathe underwater indefinitely and can freely use its breath weapon and other abilities while underwater. The acidic cloud created by that attack dissipates after 1 round if used underwater.
Speed Surge — Three times per day as a swift action, a forest 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>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
Fly +8, Intimidate +9, Perception +11, Stealth +6, Swim +20
- Type
- Dragon
- Alignment
- LE
- Size
- Large
- Environment
- any forests
- Organization
- solitary, pair, or rampage (3-12)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision, scent; Perception +11
- Languages
- Draconic
- Source
- Bestiary 2
-
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.
-
Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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