Drake, Spire
Sages attribute the gaunt builds and tattered, scabrous wings of spire drakes to centuries of dwelling in magic-blasted desolations and accursed badlands, positing that the tainting of the land seeps into the drakes' flesh and bone and into every clutch of eggs, and is thus carried down through generations of decay. But while their appearance is somewhat withered, spire drakes are just as strong and ferocious as other drakes.
Spire drakes are unusually intelligent for their kind. They are particularly curious about magic and magical items, and enjoy having large collections of such items even if they don't know how to use them. Lacking the ability to detect magic, they often scour their hunting ranges for any items they suspect might be magical, collecting an array of strange and obscure devices and objects and displaying them proudly so they can boast to other drakes they encounter (who often jealously try to steal or destroy the collections of their rivals).
Spire drakes often demand tribute from merchants and caravans passing through or near the lands they claim, or may offer to let opponents escape a fight in exchange for surrendering a magic item. Spire drakes are rarely as clever as they think, however, and can be easily tricked by temporary magical effects into believing an item is magical. Still, spire drakes that manage to collect true magical items use them offensively or defensively as appropriate, and love to show off their latest prizes.
A typical spire drake measures 18 feet from its nose to the long, thin tip of its tail, and weighs about 1,700 pounds.
- HP
- 84 (8d12+32)
- AC
- 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
- Speed
- 30 ft., climb 30 ft., fly 60 ft. (average)
- Init
- +1
- Melee
- bite +13 (2d6+6 plus 1d6 negative energy), tail slap +8 (1d8+3)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +8
- CMB
- +15
- CMD
- 26
- Fort
- +10
- Ref
- +7
- Will
- +6
Accursed Breath — As a standard action, a spire drake can spit a compressed ball of jet-black dust that bursts into a spray of clinging motes that sap the spiritual strength of creatures in an area. The attack has a range of 60 feet and deals 5d6 points of negative energy damage (Will DC 18 half) to all creatures in a 20-foot radius. Affected creatures take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1d4 rounds (or for 1 round on a successful Will save). As long as these motes cling to a creature, the effect of any conjuration (healing) effect used on that creature is halved. This is a curse effect. The save DC is Constitution-based.
Soul Corruption — If a spire drake successfully performs a coup de grace upon a creature afflicted by its accursed breath, the slain target arises 1d4 rounds later as a wight (Pathfinder RPG Bestiary 276). This wight is not under the drake's control, and the wight and any spawn that it creates perish 1d6 days after arising.
speed surge
Flyby Attack, Power Attack, Vital Strike, Wingover
<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"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Climb +20, Fly +10, Knowledge (arcana) +10, Knowledge (religion) +10, Perception +11, Spellcraft +10, Use Magic Device +13
- Type
- Dragon
- Alignment
- LE
- Size
- Large
- Environment
- any hills
- Organization
- solitary, pair, or rampage (3–12)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision; Perception +11
- Languages
- Draconic
- Source
- Bestiary 4
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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