Korir-kokembe

This green-tined dragon has multiple sets of legs down its long, sinuous body. An oversized gullet bulges in its throat.
 

Korir-kokembe (CR 10)

Huge Dragon
Alignment: Neutral
Initiative: +6
Senses: Darkvision 60 feet, Low-Light Vision, Scent; Perception +18
Aura: frightful presence (30 feet, DC 18)
  Speed: 40 feet, Climb 40 feet, Fly 80 feet (good), Swim 40 feet
Space: 15 feet
 

Defense

Armor Class: 24, touch 10, flat-footed 22 (+2 Dex, +14 natural, -2 size)
Hit Points: 136 (13d12+52)
Saving Throws: Fort +12, Ref +12, Will +10
Immunity: disease, dragon traits, magic paralysis and sleep
 

Offense

Melee: bite +18 (2d6+10 plus disease and Grab), 2 claws +18 (2d6+7/19-20 plus Grab), tail slap +13 (2d6+3 plus Grab)
Reach: 15 feet (20 feet with bite)
  Special Attacks: Constrict (2d6+7), Grab (Gargantuan), Rake (2 claws +18, 2d6+7/19-20)
  Spell-Like Abilities (CL 13th; Concentration +15):

Statistics

StrDexConIntWisCha
25 (+7) 15 (+2) 18 (+4) 10 (+0) 14 (+2) 15 (+2)
Base Attack Bonus: +13
CMB +22 (+26 Grapple)
CMD 34 (46 vs. Trip)
  Feats: Critical Focus, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Sickening Critical, Wingover
  Skills: Climb +21, Fly +15, Intimidate +15, Knowledge (nature) +13, Perception +18, Spellcraft +10, Stealth +10 (+18 in jungles), Survival +10, Swim +25
  • Racial Modifiers: +8 Stealth in jungles
Languages: Draconic
  Special Qualities: Compression

 

Special Abilities

Disease (Ex)

Bite-injury; save Fort DC 20; onset 1 round; frequency 1 day; effect 1d3 Dex damage and 1d3 Str damage; cure 2 consecutive saves.
 

Ecology

Environment: Warm Jungles
Organization: solitary or nest (2-5)
Treasure: standard

  Korir-kokembe live in the deep, watery jungles of central Garund, plaguing the major rivers and lake systems. While young korir-kokembe may swim near populated waterways to claim their prey, their elder kin prefer more remote backwaters, sloughs, and heavily wooded swamps where they can hunt undisturbed.
  These degenerate dragons live in a violent symbiosis with the tiny vermin that infest the jungle, hosting colonies of such creatures within their own bodies. Such tiny vermin constantly swarm in and out of the korir-kokembe's gullet, bringing contagion to creatures bitten and allowing the wyrm to expel swarms of pests, or to summon yet more vermin to its aid.
  While korir-kokembe are capable of flight, they generally prefer to crawl or climb on their eight legs, hunching their bodies like inchworms or twining their coils around their prey while savaging creatures with a barrage of slashing claws.

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