Monday, January 3, 2011

General Rules: Monsters - Kongamato Dragon, Juvenile

Kongamato Dragon, Juvenile (from Nyambe: African Adventures)
Medium Dragon

Hit Dice: 1d12 (6 hit points)
Initiative: +3
Speed: 10 feet, fly 40 feet (poor)
Armor Class: 17 (+3 Dexterity, +4 natural); touch 13, flat-footed 14
BAB/Grapple: +1/+0
Attack: Claw +0 melee (1d4-1, piercing and slashing, 20 x2)
Full Attack: 2 claws +0 melee (1d4-1, piercing and slashing, 20 x2) and bite -5 melee (1d6-1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Breath weapon, improved grab
Special Qualities: Darkvision 60 feet, low-light vision
Saves: Fortitude +2, Reflex +5, Will +3
Abilities: Str 8, Int 3, Wis 13, Dex 17, Con 10, Cha 10
Skills: Listen +2, Spot +2
Feats: Flyby Attack
Environment: Warm aquatic, hills, and swamps
Organization: Solitary, pair, or flock (3 - 18)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: -

The creature known as the kongamato is actually a disnosaur-like "protodragon". A kongamato looks something like a large bird with a bony crest and a beak-pouch like a pelican. Instead of feathers, a kongamato has red, leathery skin. The size of the creature is deceptive: All of its bones are hollow and its forelimbs are thin and elongated to better serve as wings.

Kongamato usually eat fish and small animals. They do not normally attack humanoids, but have been known to sink small fishing boats while attempting to get at the fish - kongamato means "breaker of boats" in Sûlic. Some extremely brave people have trained these creatures to act as giant carrier pigeons, relaying messages across vast distances.

Combat
The kongamato usually avoids conflict with Medium or larger creatures, but will attack smaller creatures if the opportunity presents itself.

Breath Weapon (Su): A kongamato's breath weapon is a cone of disruptive sonic vibrations. A juvenile kongamato can breathe a 30-foot cone, inflicting 1d4 points of damage with a DC 10 Reflex save for half damage.

Improved Grab (Ex): To use this ability, a kogamato must hit a Small or smaller creature with both claw attacks.if it gets hold, it will carry off its prey. Grappled creatures automatically suffer 1d4 points of damage per round until they can break free, which will usually result in a fall.

Dragon: A kongamato is immune to paralysis and sleep effects.

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