Still Not Done With PF1: Mire Drakon (Patreon)
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Drakons
Drakons are a sub-species of dragons, similar in many ways to wyverns and drakes, but generally larger, smarter, and more powerful than other lesser dragons. Unlike true dragons, drakons are not innate spellcasters and are flightless, lacking wings. This often causes them to be called "serpents," such as "Swamp Serpents" or "River Serpents." Drakons grow to full size and maturity very quickly, generally within two years, and can live for 2-3 centuries, but never reach the heights of power of ancient true dragons.
Drakons are closely tied to a specific concept or power, often related to their natural territory. That related power gives drakons revelations similar to those of oracles (and using their HD as their effective oracle level for the power of such revelations). A drakon's stat block lists both the mystery its revelation or revelations come from, and one or more specific revelations. However, like feats, the listed revelations are just typical examples--individual drakons of the same species might well have different revelations from the same mystery.
All drakons written to-date are listed on the Paying-Patron-Exclusive Pathfinder Monster-Article Index.
Descriptions/Notes
Though the mire drakon is listed as being found in any swamp, that is a simpliciation designed to work with the favored terrain class feature. In truth though mire drakons can sometimes be found in swamps, or any wetlands, they are most common in bogs and fens (collectively known as "mires"). These are both forms of peatlands; bogs are acidic peatlands that receive their water primarily from precipitation, while fens are alkaline peatlands that primarily draw water from ground or surface water. Both are most common in cooler climes, as the reduced temperature makes the slow decomposition of plant matter within the mire more likely.
Mire drakons are generally well-informed about their home territory, and settlements around them. In addition to appropriate knowledge skills, a common revelation for mire dragons is shadow projection, allowing them to send their shadows to spy for them (and possibly even attack foes at considerable range, though mire drakon are well aware of the risks of losing a shadow projection). If a band of adventurers invade a mire drakon's territory, the drakon uses both Knowledge (local) and shadow projection to learn as much as possible before confronting them, and may prefer hit-and-run tactics (including spring attacks by its shadow to drain Strength) to any stand-up fight.
Mire drakons are protective of the entire bog or fen they resides within, and not just as a matter of being territorial. They are acutely aware of the role mires play in the greater ecological impact of an area, and the tendency of tool-using cultures to cute and dry peat and drain wetlands for use as pastures or farming. Mire drakons generally see their wetland territories as their home and nation, and defend them as vigorously as any humanoid nation guards its borders. Wetlands large enough to support dozens or hundreds of mire drakons are generally home to multiple clans, each rules by a clan leader (with the dread lord template), all of which answer to a grand patriarch (with the advanced and giant templates also added).
If mire drakons dealt with others honorably or responded to potential threats proportionally, they might well be seen as noble defenders of wild spaces akin to draconic druids. However, in the majority of cases, the mire drakon answer to any change around it is to see the change as an attack, and to respond by slaying any creature involved and sinking their corpses into the mire itself. If a single resident of a settlement cuts peat from the far edge of a mire drakon's native wetland, the drakon responds by killing everyone in the settlement, and anyone who visits its rotting wreckage for the next 90 days. Any sapient creature moving in is considered an invader, and mire drakons seek to eliminate their relatives going back 3 generations. Conversely, mire drakons think nothing of expanding a growing clan's territory into other creature's domains, and wars between clans of drakons and black dragons are legendary among draconic scholars.
Luckily for neighbors of mire drakons, internal schemes and betrayal often stunt the capacity of a mire drakon colony to expand. Though mire drakons rarely rebel against their leaders directly or en masse, they do plot against them. If a drakon believes they can take the place of their clan leader by alliance, ambush, misdirection, or poison, most don't hesitate to do so. Mire drakons seem supernaturally infused with the concepts of stationary decay, and those drakon who do become the leader of a clan or even entire colony generally gains the dread lord template, limiting their ability to expand their holdings and causing them to settle in their wetland lairs, doing as little as possible.
Mire Drakon CR 9XP 6400Neutral evil Medium Dragon (aquatic)Init +7; Senses Blindsense 60, Darkvision 120, Scent; Perception +13
DEFENSE AC 24, touch 14, flat-footed 20 (+3 Dex, +10 Natural, +1 Dodge)hp 85 (9d12+27);Fort +9, Ref +9, Will +7Special DefensesCloak of Darkness (Su) +4 AC, +4 Stealth (9 hours.day)(Shadow Mystery)
OFFENSE Speed 60ft., swim 90ft., burrow 30ft.Melee Bite Dragon +13 (1d8+6), 2 Claw +13 (1d6+4)Space 5 ft.; Reach 5 ft.Special AttacksBreath Weapon DC (17) Cloud of acid 15 feet high, 15 feet wide, and 50 feet long, 9d4 Acid once every 1d4 rounds
STATISTICS Str 19, Dex 16, Con 17, Int 14, Wis 13, Cha 15Base Atk +9; CMB +13; CMD 26Feats Blind-fight, Dodge, Improved Initiative, Mobility, Signature Skill (Stealth)B, Skill Focus (Stealth)B, Spring AttackSkills Acrobatics +12, Bluff +14, Intimidate +13, Knowledge (Local) +14, Knowledge (Geology) +14, Perception +13, Sense Motive +13, Stealth +18, Swim +16 (+8 species)Languages Aklo, Aquan, Common, DraconicSQ Blindsense 60, Darkvision 120, scent, swamp stride, water breathing; Revelation (Shadow Mystery) cloak of darkness, shadow projection, stealth mastery
ECOLOGYEnvironment Any swamp (see text)Organization Solitary, Clutch 2-5, Sept 6-17, Clan 18-45, Colony 36-216 Treasure Standard x 3
Special QualitiesSwamp Stride (Ex) A mire drakon can move through wetlands and quicksand without penalty at its normal speed.Water Breathing (Ex) A mire drakon can breathe underwater indefinitely and can freely use its breath weapon, attacks, and other abilities without penalty while submerged.
(Most mire drakons are sly, cunning, and ruthless. Some artwork copyright Felipe da Silva Faria, used with permission.)