Dodongo

Dodongos are reptilian monsters that dwell in hot, mountainous terrain, particularly regions with significant volcanic activity. They bear a resemblance to drakes, as both are bipedal reptiles that possess a breath weapon, but unlike their draconic cousins, dodongos do not possess wings.

Dodongos have thick, scaly green or brown hides that turn all but the strongest of blades, and are impervious to the heat of their volcanic lairs. However, their infamous endurance has one critical weakness - the creature's mouth. The peoples who live in regions where dodongos are prevalent have discovered that if one waits until just before a dodongo employs its breath weapon, a steady-handed warrior can lob something into the creature's mouth as it opens wide to inhale. As the inside of a dodongo's mouth isn't nearly as protected as its exterior, such an attack bypasses the creature's immunity to fire damage, and it fails any associated Reflex saves.

While dodongos can be found in any region of Avas with a suitable environment, they are most commonly found among the peaks of the Wyrmspine Mountains. Some of the dwarven and goron inhabitants of the Wyrmspines have taken to hunting dodongos for sport, and their hides are a preferred material for crafting leather and hide armor.

Statistics
 Dodongo CR 7

XP 3,200 N Large magical beast Init +0; Senses darkvision 60 ft., low-light vision; Perception +13

DEFENSE

AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)

hp 104 (9d10+54)

Fort +12, Ref +6, Will +6

DR 5/adamantine; Immune fire;

Weaknesses dislikes smoke OFFENSE

Speed 30 ft., burrow 20 ft.

Melee bite +15 (2d8+20)

Special Attacks breath weapon, trample (2d6+14, DC 22)

STATISTICS

Str 28, Dex 10, Con 22, Int 2, Wis 13, Cha 3

Base Atk +9; CMB +19; CMD 29

Feats Great Fortitude, Improved Initiative, Improved Overrun, Iron Will, Power Attack

Skills Perception +13

ECOLOGY

Environment warm underground

Organization solitary, pair, or pack (3-5)

Treasure none

SPECIAL ABILITIES

Breath Weapon (Su) Once every 1d4 rounds as a standard action, a dodongo can expel a 40-foot cone of fire, dealing 6d6 points of fire damage to all creatures struck (Reflex DC 21 for half).

Dislikes Smoke (Ex) The round a dodongo uses its breath weapon, an opponent can make a ranged attack against an AC of 23 to get a spell or weapon attack (such as a bomb) inside the dodongo’s mouth. A dodongo automatically fails any Reflex saves granted by such attacks, and its immunity to fire is negated. Roll (Ex) When a dodongo runs, charges, or uses the Overrun combat maneuver, it rolls itself into a highly-agile ball and increases its move speed to 40 ft.