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From Pathfinder #176: Lost Mammoth Valley, which isn't enabled.

Venexus

CREATURE 9

Female young white dragon

Perception +20; darkvision, scent (imprecise) 60 feet; storm vision
Languages Common, Draconic, Hallit
Skills Acrobatics +17, Arcana +17, Athletics +21, Intimidation +19, Stealth +15
Str +6, Dex +2, Con +4, Int +2, Wis +3, Cha +2

AC 28; Fort +21, Ref +15, Will +17; +1 status to all saves vs. magic
HP 170; Immunities cold, paralyzed, sleep
+1 Status to All Saves vs. Magic
Freezing Blood (arcane, cold)
Trigger An adjacent creature deals piercing or slashing damage to Venexus

Effect Venexus's blood splatters onto the triggering creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is Slowed 1 for 1 round.
Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 25 Will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Mist Shroud (arcane, aura, water)

10 feet. The Primordial Flame continually heats the cold emanating from Venexus's body, surrounding the dragon in a thin veil of fog. Creatures in the aura are Concealed, and other creatures are concealed to creatures in the area. Venexus's storm vision allows her to see through this concealment, however. If wind disperses the aura, it returns automatically at the start of Venexus's turn. The aura is suppressed in water.

Storm Vision

Inclement weather doesn't impair Venexus's vision; she ignores Concealment from fog, mist, rain, and snowfall.


Speed 30 feet, fly 120 feet; ice climb 30 feet
Melee Jaws +21 (cold, magical, reach 10, unarmed), Damage 2d10+10 piercing plus 1d6 cold
Melee Claw +21 (agile, magical, unarmed), Damage 2d8+10 slashing
Melee Tail +20 (magical, reach 15), Damage 2d6+8 bludgeoning
Arcane Innate Spells DC 25, attack +17; 2nd Obscuring Mist (At Will); 1st Gust of Wind (At Will)
Primal Innate Spells DC 25, attack +17; 7th Sunburst; Cantrips (5th) Produce Flame
Breath Weapon (arcane, cold)

Venexus breathes a cloud of frost that deals 10d6 cold damage in a 40-foot cone (DC 28 basic Reflex). She can't use Breath Weapon again for 1d4 rounds.

Draconic Frenzy

Venexus makes two claw Strikes and one tail Strike in any order.

Draconic Momentum

When Venexus scores a critical hit with a Strike, she recharges her Breath Weapon.

Ice Climb 30 feet

Venexus can climb on ice as though she had the listed climb Speed. She ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice.

Shape Ice (arcane, water)

Venexus magically reshapes a cube of ice or snow she touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatics check. On a failure, the creature falls Prone on the ice; on a critical failure, it falls off the ice entirely and is also prone.

Snuff (arcane, water)

Venexus releases a wave of sleet, which douses open flames within 30 feet. All non-magical fire is automatically extinguished. All creatures in the area suffering from persistent fire damage immediately attempt a DC 10 flat check to end the persistent damage. If Snuff overlaps with an ongoing fire effect, Snuff attempts to counteract the fire effect.

Pathfinder #176: Lost Mammoth ValleyOGL