House Drake
System: Pathfinder | SRD
House Drake
CR 2
XP 600
Init +2
;
Senses darkvision 60 ft., low-light vision, scent, see invisibility ; Perception +7
Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 19 (2d12+6)
Fort +6,
Ref +5,
Will +7
Immune paralysis, sleep
Offense
Speed 20 ft., fly 50 ft. (good)
Melee bite +6 (1d4), sting +6 (1d4)
Space 0 ft.,
;
Reach 0 ft. (5 ft. with tail)
Special Attacks breath weapon, silver strike
Spell-Like Abilities (CL 3rd; concentration +5)
CMB +2
CMD 12
Statistics
Str 11,,
Dex 15,,
Con 17,,
Int 12,,
Wis 14,,
Cha 14
Base Atk +2
Feats Weapon Finesse
Skills Acrobatics +4, Fly +15, Knowledge (local) +6, Perception +7, Sense Motive +7, Stealth +15, Survival +7
Languages Common, Draconic, Infernal
Special Abilities
Breath Weapon (Su) Up to three times per day and no more than once every 1d4 rounds, a house drake can breathe out a small cloud of silver mist in a 10-foot cone. All creatures in this area must succeed at a DC 14 Will save or be confused for 1 round. This is a mind-affecting effect. The save DC is Constitution-based.
Ferocious Will (Ex) House drakes have a stubborn streak of fierce independence and gain a +2 racial bonus on Will saves (this bonus is included in the stats above). In addition, the first time in a day that a house drake successfully saves against a mind-affecting spell or spelllike ability, the caster of the spell must succeed at a DC 13 Will save or be staggered for 1 round by a blast of magical, mental feedback. This feedback is a mind-affecting effect, and the save DC is Charisma-based.
Silver Strike (Ex) All of a house drake’s natural attacks are treated as being silver for the purposes of overcoming damage reduction.