Library / Bestiary

Gorynych

CR 15.00 Dragon CE Huge HD 17
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.

HP
212 (17d12+102); regeneration 5 (acid)
AC
28, touch 10, flat-footed 26 (+2 Dex, +18 natural, -2 size)
Init
+2
Speed
30 ft., fly 100 ft. (poor), swim 50 ft.
Fort
+16
Ref
+14
Will
+15
BAB
+17
CMB
+27
CMD
39
Melee
3 bites +24 (2d8+8), 2 claws +23 (1d8+8)
Space
15 ft.
Reach
10 ft. (20 ft. with bite)
DR
10/lawful
SR
26
str
27
+8
dex
15
+2
con
22
+6
int
12
+1
wis
17
+3
cha
18
+4

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).

Universal Monster Rules

Breath Weapon Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.

Special Abilities

Multi-Headed from text
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).

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Combat Reflexes from Feat

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.

Flyby Attack from Feat

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.

Improved Bull Rush from Feat

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.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

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.

Stand Still from Feat

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.

Weapon Focus (bite) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

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 (DC 20), At will—Charm Person (DC 15), At will—Dancing Lights, At will—Message, 3/day—Alter Self, 3/day—Bestow Curse (DC 18), 3/day—Dispel Magic, Greater, 1/day—Geas, Lesser (DC 18), 1/day—Limited Wish (DC 21), 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
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
17 House/Core 2 Recognized publisher
  • Uses feat: Awesome Blow (Feat) — cites Paizo Inc.
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Flyby Attack (Feat) — cites Paizo Inc.
  • Uses feat: Improved Bull Rush (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Stand Still (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Dancing Lights (Spell) — core content under OGL 1.0a
  • Knows spell: Message (Spell) — core content under OGL 1.0a
  • Knows spell: Alter Self (Spell) — core content under OGL 1.0a
  • Knows spell: Bestow Curse (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Geas, Lesser (Spell) — core content under OGL 1.0a
  • Knows spell: Limited Wish (Spell) — core content under OGL 1.0a
  • Knows spell: Mislead (Spell) — core content under OGL 1.0a
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