Library / Bestiary

Peluda

CR 10.00 Dragon NE Large
This long-necked dragon has steamy breath, a lashing tail, and a back covered in hundreds of quills.

Peludas loathe all weak, fragile creatures smaller than themselves, especially humanoids. Some hunt in nearby farmlands before returning to their own lairs. Some are worshipped as gods by lizardfolk or other swamp creatures, though a peluda's short temper means it may eat its devotees if affronted.

A typical peluda is 15 feet long and weighs 300 pounds.

STR
27
DEX
12
CON
21
INT
6
WIS
15
CHA
12
HP
126 (11d12+55)
AC
24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
Speed
30 ft., swim 30 ft.
Init
+5
Melee
bite +18 (2d6+8), 2 claws +18 (1d6+8), tail slap +13 (3d6+4 plus poison)
Space
10 ft.
Reach
10 ft.
BAB
+11
CMB
+20 (+22 bull rush)
CMD
31 (33 vs. bull rush, 35 vs. trip)
Fort
+14
Ref
+8
Will
+11
DR
5/magic
SR
21
Defensive Abilities
ferocity, quills

breath weapon (50-ft. line, 6d6 fire damage, Reflex DC 20 half, usable every 1d4 rounds)

poison

Quill Barrage — Three times per day, a peluda can fire dozens of spearlike barbs in all directions. All creatures within 15 feet take 6d6 points of piercing damage (Reflex DC 20 half) and are subject to its poison quills. The save DC is Constitution-based.

Great Fortitude from Feat

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

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

Iron Will from Feat

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

Climb +12, Intimidate +15, Perception +16, Stealth +10, Swim +30

Details
Type
Dragon
Alignment
NE
Size
Large
Environment
temperate marshes or plains
Organization
solitary or pair
Treasure
double
Senses
darkvision 60 ft., low-light vision; Perception +16
Languages
Draconic
Source
Bestiary 4
Sources Used in This Record
5 House/Core
  • Uses feat: Great Fortitude (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: Improved Initiative (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: 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.