Library / Bestiary

Gorynych

CR 15.00 Dragon CE Huge
This sleek, three-headed dragon rears up on its hind legs, wings spread and flames licking out from behind three sets of fangs.

This sinister beast threatens entire countrysides with its plundering actions. No friend to its true dragon cousins, a gorynych sometimes threatens green and black dragons for mastery of their lands. A gorynych seeks out young dragons that have only established small hoards, killing the rival creatures and claiming their treasures as its own. It dominates drakes and wyverns, but true dragons consider it a repulsive throwback to an ancient line of mutants and deviants.

Motivated by greed, gluttony, and unnatural lust, a gorynych lives to collect treasure, feast as often as possible, and chase after humanoid maidens, using alter self and charm person as necessary. Gorynyches are particularly creative with the use of their limited wishes in duplicating other spell effects to secure their desires and complete their hideous tasks.

When not busily stalking young dragons in order to steal their hoard or selecting maidens to kidnap, most gorynyches search out ancient ruins. There they install themselves as guardians, sometimes even gathering whole tribes of monstrous humanoids to act as their servants.

STR
27
DEX
15
CON
22
INT
12
WIS
17
CHA
18
HP
212 (17d12+102); regeneration 5 (acid)
AC
28, touch 10, flat-footed 26 (+2 Dex, +18 natural, -2 size)
Speed
30 ft., fly 100 ft. (poor), swim 50 ft.
Init
+2
Melee
3 bites +24 (2d8+8), 2 claws +23 (1d8+8)
Space
15 ft.
Reach
10 ft. (20 ft. with bite)
BAB
+17
CMB
+27
CMD
39
Fort
+16
Ref
+14
Will
+15
DR
10/lawful
SR
26

Breath Weapon — Each of a gorynych's heads has its own separate breath weapon. When a gorynych uses its breath weapon, it can breathe with one, two, or all three heads. If the areas of two or more breath weapons overlap, a creature caught in that overlapping area takes a –2 penalty on its Reflex save (or –4 if three breath weapons overlap). Damage done by overlapping breath weapons stacks and is considered to be a single source of fire damage for the purpose of tracking fire resistance. Regardless of how many heads breathe fire, the gorynych can only use its breath weapon once every 1d4 rounds.

Multi-Headed — All three of a gorynych's heads can act independently of each other. When it makes a full attack, each head can either bite or use its breath weapon, in any combination (two bites and one breath, three breaths and no bites, and so on).

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Improved Bull Rush from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</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>

Stand Still from Feat

<p class="stat-block-1"> When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Bluff +17, Diplomacy +17, Fly +7, Intimidate +17, Knowledge (arcana) +14, Knowledge (nature) +14, Perception +23, Sense Motive +16, Spellcraft +14, Stealth +14, Swim +24

spell-like abilities:
Constant—True Seeing, At will—Charm Person, At will—Dancing Lights, At will—Message, 3/day—Alter Self, 3/day—Bestow Curse, 3/day—Dispel Magic, Greater, 1/day—Geas, Lesser, 1/day—Limited Wish, 1/day—Mislead
Details
Type
Dragon
Alignment
CE
Size
Huge
Environment
temperate forests
Organization
solitary
Treasure
double
Senses
darkvision 60 ft., low-light vision, true seeing; Perception +23
Languages
Common, Draconic, Sylvan
Source
Bestiary 3
Sources Used in This Record
17 House/Core
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (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: Stand Still (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dancing Lights (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Message (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Alter Self (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bestow Curse (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Geas, Lesser (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Limited Wish (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mislead (Spell)
    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.