CREATURE 11
Perception +19; darkvision
Languages Draconic
Skills Acrobatics +22, Athletics +24, Intimidation +20, Stealth +20, Survival +19
Str +7 Dex +3 Con +5 Int -1 Wis +2 Cha +3
AC 30; Fort +22, Ref +20, Will +19
HP 190; Immunities paralyzed, sleep
Attack of Opportunity Tail only.
Speed 30 feet, fly 130 feet, swim 30 feet
Melee beak +24 (magical, reach 15 feet), Damage 2d12+13 piercing plus boat breaker and Grab
Melee claw +24 (agile, reach 10 feet), Damage 2d8+13 slashing
Melee wing +22 (agile, reach 15 feet), Damage 2d10+11 bludgeoning
Melee tail +22 (agile, reach 20 feet), Damage 2d8+11 bludgeoning
Boat Breaker A kongamato's beak is supernaturally hard. Their beak Strikes ignore half the Hardness of any object they hit.
Wailing Dive The kongamato Flies while emitting a terrifying screech. Each creature the kongamato flies over must succeed at a DC 30 Will save or become frightened 1 (frightened 2 on a critical failure) After attempting their saves, the creatures are temporarily immune for 1 hour. At the end of their movement, the kongamato can make a beak Strike.
Bestiary 3, page 152.
Open Kongamato in the interactive creatures list or browse all creatures starting with K.