Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the kongamato moves at least half its movement before making a bite attack the damage is increased by an additional 7 (1d12) thunder damage.
Action
Claw
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. If the target is a Large or smaller creature, the kongamato may grapple the target (escape DC 18). When the kongamato moves, the grappled creature moves with it. Until this grapple ends, the target is restrained. The kongamato can grapple up to two creatures and usually flings them from a great height.
Action
Dive Bombing (1/Day)
A kongamato can fly high into the air with a boulder, log, or similar massive object in tow and dive directly at its target hurling the missile in its descent. It normally does this when starting a battle. The kongamato lifts an immense boulder into the air and drop it on its foes. This boulder affects a 15-foot square area, dealing 39 (4d6+25) points of bludgeoning damage to all creatures in the area on a failed DC 18 Dexterity saving throw, or half as much damage on a success. In addition, Medium or smaller creatures failing their saves are pinned under the boulder, gaining the immobilized condition and taking damage again each round at the end of their turn if they do not escape (escape DC 18). Frightful Presence. Each creature within 120 feet that can hear when the kongamato uses its thunder breath must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the kongamato's Frightful Presence for the next 24 hours.
Action
Multiattack
The kongamato makes one bite attack or tail attack, plus two claw attacks and one wing attack.
Action
Tail
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
Action
Thunder Breath (Recharge 5-6)
The kongamato exhales a thunderous screech in a 50-foot cone. Each creature in that cone must succeed on a DC 19 Dexterity saving throw, taking 49 (14d6) thunder damage and deafened on a failed save, or half as much damage and not deafened on a successful one.
Action
Wing
Melee Weapon Attack: +13 to hit, reach 5 ft., all creatures in range not grappled by the kongamato. Hit: 19 (3d6 + 8) bludgeoning damage and the targets are knocked back 10 feet and fall prone on a failed DC 16 Dexterity or Strength saving throw (target's choice).
Legendary Action
Move
The kongamato moves up to half its speed.
Legendary Action
Piercing Screech (Costs 3 Actions)
This option is only available if the kongamato's thunder breath is available. The kongamato may use its breath weapon which becomes a focused beam of sound shattering objects in a 100-foot line, 5 feet wide. The attack ignores damage thresholds of objects, all objects in the area are damaged by the attack and on a failed save worn items are damaged - armor AC is reduced by 1, weapon damage is reduced by 1 also. If an items AC is reduced to 10 or a weapons damage is reduced to 0 (or less) it is destroyed. This damage can be repaired at the GM's discretion.
Legendary Action
Tail Attack (Costs 2 Actions)
The kongamato makes one tail attack.
Special
Piercing Beak
The kongamato deals double damage to objects and structures.
Special
Prehistoric Rage
When the kongamato is looked in the eyes or takes damage in combat, it automatically flies into a rage as a bonus action on its next turn. It gains resistance to bludgeoning, piercing and slashing, does an extra die of damage (not included below), but takes a -2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity [Reaction]
Tail only.
Ability
Boat Breaker
A kongamato's beak is supernaturally hard. Their beak Strikes ignore half the Hardness of any object they hit.
Ability
Flying Strafe
The kongamato Flies up to their fly Speed and makes two wing Strikes at any point during that movement. Each Strike must target a different creature.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
beak +24 [+19/+14] (magical, reach 15 feet), Damage 2d12+13 piercing plus boat breaker and Grab
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.