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Jungle Drake

Jungle Drake
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The Jungle Drake is a formidable creature, stretching 14 feet from snout to tail, with a sleek yet muscular frame that allows it to move with surprising agility. Its scales are a mottled blend of deep blue and green, perfectly camouflaging it against the lush foliage of its jungle home. The drake’s eyes are a piercing yellow, always alert and glowing faintly in the dark. Its elongated tail, tipped with a venomous stinger, sways with a menacing rhythm, while its sharp, serrated teeth gleam beneath powerful jaws.

Behavior:
A patient and cunning predator, the Jungle Drake relies on stealth and speed to outmaneuver its prey. It is highly territorial and often hunts alone, though it can occasionally be found in packs, known as rampages, coordinating with others to take down larger or more dangerous targets. The drake is known for its relentless pursuit, often stalking its prey for hours or even days before striking with lethal precision. It is also an opportunistic feeder, not above scavenging when necessary.

Habitat:
The Jungle Drake thrives in the warm, dense jungles of tropical regions, where the thick canopy and abundant undergrowth provide ample cover for its ambush tactics. These jungles are often teeming with life, making them rich hunting grounds for the drake. It prefers to make its lair in secluded, hard-to-reach areas such as caves, hollowed-out trees, or dense thickets, where it can retreat with its prey and rest undisturbed.

Modus Operandi:
The Jungle Drake excels in hit-and-run tactics, using its speed and agility to close in on prey before retreating to the safety of the jungle. It typically ambushes its target from above or within thick foliage, striking with a powerful bite followed by a sting from its venomous tail. The drake’s venom weakens and disorients its prey, making it easier to capture. Once its prey is sufficiently debilitated, the drake grabs it in its powerful jaws and retreats into the jungle to finish the kill in solitude.

Motivation:
Driven by an instinctual need to dominate its territory, the Jungle Drake hunts not only for sustenance but also to assert its dominance over the jungle. It is a creature of pure survival, motivated by a primal desire to maintain control over its domain and eliminate any threat or competition. The drake’s cunning and ferocity ensure that it remains one of the top predators in its environment, feared by all who venture into its territory.


  • Jungle Drake 5e
  • Jungle Drake Pathfinder
Jungle Drake
My Images (midjourney.com)

Large Dragon, Neutral Evil


Armor Class: 19 (Natural Armor)
Hit Points: 127 (15d10 + 45)
Speed: 40 ft., fly 60 ft. (average)


STRDEXCONINTWISCHA
20 (+5)17 (+3)16 (+3)10 (+0)14 (+2)12 (+1)

Saving Throws: Dex +7, Con +7, Wis +6
Skills: Perception +10, Stealth +7, Survival +6
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Low-light Vision, Passive Perception 20
Languages: Draconic
Challenge: 8 (3,900 XP)


Traits

  • Camouflage: The Jungle Drake has advantage on Dexterity (Stealth) checks made to hide in forested or jungle terrain.
  • Woodland Stride: The Jungle Drake can move through nonmagical difficult terrain made of plants without taking damage or being slowed.
  • Immunity to Poison: The Jungle Drake is immune to poison damage and the poisoned condition.
  • Greensight: The Jungle Drake can see through thick plant growth and underbrush as if it were transparent, up to a range of 60 feet.

Actions

  • Multiattack: The Jungle Drake makes two attacks: one with its Bite and one with its Tail Stinger.
  • Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Jungle Drake can’t bite another target.
  • Tail Stinger: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, it is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Speed Surge (3/Day): As a bonus action, the Jungle Drake can take the Dash action. If it ends this movement within 5 feet of a creature, it can make one Bite attack as part of this bonus action.
  • Frightful Presence: Each creature of the Jungle Drake’s choice that is within 60 feet of it and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Jungle Drake is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Jungle Drake’s Frightful Presence for the next 24 hours.

Tactics

  • Ambush Predator: The Jungle Drake uses its Camouflage trait to hide in thick foliage, waiting patiently for its prey to pass by before launching a surprise attack. It prefers to strike first with its Tail Stinger to poison and weaken its target, making them easier to subdue.
  • Hit-and-Run Tactics: The Jungle Drake uses its Speed Surge ability to dash in, attack, and then retreat into the safety of the jungle. It will often use its superior speed and knowledge of the terrain to keep its prey off-balance and separated from their allies.
  • Territorial Dominance: The Jungle Drake is highly territorial and will use its Frightful Presence to scatter or intimidate intruders before attacking. It targets the most vulnerable or isolated foes first, aiming to eliminate them quickly.
  • Pack Hunter (Optional): If encountered in a group or rampage, Jungle Drakes coordinate their attacks, flanking their prey and using their Frightful Presence to sow chaos. They focus on picking off weaker enemies while avoiding direct confrontation with stronger opponents unless necessary.

Description:
The Jungle Drake is a fearsome predator that dominates the dense, humid forests of its homeland. With scales that blend seamlessly into the lush greenery, it is a master of ambush, striking with deadly precision before retreating to the shadows. Its venomous stinger and powerful jaws make it a formidable foe, while its cunning and agility ensure that it remains one of the most feared creatures in the jungle. Driven by a need to protect its territory, the Jungle Drake is relentless in its pursuit of any who dare to trespass into its domain.


This stat block emphasizes the Jungle Drake’s role as a cunning and deadly ambush predator, highlighting its speed, stealth, and poison abilities, while also providing tactical options for both solo and group encounters.

Jungle Drake
My Images (midjourney.com)

The skin of this rugged dragon is mottled in hues of blue and green. Its elongated tail hides a menacing stinger.

Jungle Drake CR 6

XP 2,400
NE Large dragon (earth)
Init +7; Senses darkvision 60 ft., greensight 60 ft. low-light vision, scent; Perception +11

DEFENSE

AC 19, touch 13 flat-footed 15 (+3 Dex, +1 dodge, +6 natural, –1 size)
hp 73 (7d12+28)
Fort +9, Ref +8, Will +6
Immune disease, poison, paralysis, sleep

OFFENSE

Speed 40 ft., fly 60 ft. (average)
Melee bite +13 (2d6+7 plus grab), sting +13 (1d8+7 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks predatory grab

STATISTICS

Str 24, Dex 17, Con 19, Int 8, Wis 13, Cha 12
Base Atk +7; CMB +15 (+19 grapple); CMD 29
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills Fly +11, Perception +11, Sense Motive +11, Stealth +9, Survival +11
Languages Draconic
SQ speed surge, woodland stride

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dexterity and Strength damage; cure 1 save.

Predatory Grab (Ex)

A jungle drake moves at full speed when it chooses the move option after maintaining a grapple, though it can’t carry the grappled creature aloft. A jungle drake can spend a use of its speed surge to move a grappled creature in this way without requiring a check to maintain the grapple.

Speed Surge (Ex)

Three times per day as a swift action, a jungle drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action that round.

Woodland Stride (Ex)

A jungle drake can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.

ECOLOGY

Environment warm jungles
Organization solitary, pair, or rampage (3–8)
Treasure standard

Jungle drakes are tenacious predators, ruthlessly adapted to the environment they call home. The tails of these drakes inject a virulent toxin, capable of debilitating the most stubborn of foes.

Jungle drakes typically travel in rampages of three or more, stalking animals or humanoids without remorse.

Able to travel through forested terrain with ease, jungle drakes prefer to make several hit-and-run attacks, using their stingers to inject their prey with poison. After the venom has time to set in, the drake reemerges from the jungle, snatching the weakest target in its jaws before retreating back into the woods with its new meal. When the prey of a jungle drake appears too well armed or prepared to assault foes head-on, the drake stalks them, letting the natural hazards of the jungle wear them down before emerging to grab a meal, and then retreating back to the protection of the deeper jungle.

A jungle drake measures 14 feet from front to back, with a lean but muscular build, and weighs around 2,100 pounds.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.

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