Jungle Drake

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.

The Jungle Drake is a Level 6 creature, with Armor Class 23 and 90 hit points. The jungle drake is a lithe, venomous predator that excels at snatching prey from the forest floor and dragging them into the canopy.

Jungle Drake, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Twisting Tail (reaction). Trigger A creature within reach of the jungle drake's stinger uses a move action or leaves a square during a move action it's using. Effect The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature's action. Draconic Frenzy (2 actions). The jungle drake makes one Fangs Strike and two Stinger Strikes in any order. Forest Passage. The jungle drake ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress. Jungle Drake Venom (poison). Saving Throw DC 24 Fortitude save. Maximum Duration 6 rounds. Stage 1 1d6 poison damage and Enfeebled 1 (1 round). Stage 2 1d6 poison damage and Enfeebled 2 (1 round) Predatory Grab (1 action). As Grab, but the jungle drake's Grab doesn't end if they move away. Instead, they carry the Grabbed creature with them. A jungle drake can't Fly while grabbing a creature unless that creature can also Fly. Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn. Speed Surge (1 action) (move). Frequency three times per day. Effect The jungle drake Strides or Flies twice. Spit Venom (2 actions) (poison). A jungle drake can spit a sticky glob of their venom to a range of 50 feet that explodes in a 10-foot burst. Those in the burst must succeed at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake can't use Spit Venom again for 1d6 rounds.

Common Questions

How much HP does a Jungle Drake have?

90 hit points.

What level is a Jungle Drake?

Level 6.

What is a Jungle Drake's Armor Class?

AC 23.

How fast can a Jungle Drake move?

Speed 20 ft., fly 50 ft., forest passage.

Use Jungle Drake at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Jungle Drake into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core © 2024 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

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