This green-tined dragon has multiple sets of legs down its long, sinuous body. An over-sized gullet bulges in its throat.

Korir-Kokembe CR 10

XP 9,600
N Huge dragon
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +18; Aura frightful presence (30 ft., DC 18)


AC 24, touch 10, flat-footed 22 (+2 Dex, +14 natural, –2 size)
hp 136 (13d12+52)
Fort +12, Ref +12, Will +10
Immune disease, dragon traits, magic paralysis and sleep


Speed 40 ft., climb 40 ft., fly 80 ft. (good), swim 40 ft.
Melee bite +18 (2d6+10 plus disease and grab), 2 claws +18 (2d6+7/19–20 plus grab), tail slap +13 (2d6+3 plus grab)
Space 15 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks constrict (2d6+7), grab (Gargantuan), rake (2 claws +18, 2d6+7/19–20)
Spell-Like Abilities (CL 13th; concentration +15)

Constantfreedom of movement
At willrepel vermin (DC 16), vomit swarm (must wait 1d4 rounds before using this ability again)
3/dayentangle (DC 13)
1/daycreeping doom (DC 19), insect plague


Str 25, Dex 15, Con 18, Int 10, Wis 14, Cha 15
Base Atk +13; CMB +22 (+26 grapple); CMD 34 (46 vs. trip)
Feats Critical Focus, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Sickening Critical, Wingover
Skills Climb +21, Fly +15, Intimidate +15, Knowledge (nature) +13, Perception +18, Spellcraft +10, Stealth +10 (+18 in jungles), Survival +10, Swim +25; Racial Modifiers +8 Stealth in jungles
Languages Draconic SQ compression


Disease (Ex)

Bite–injury; save Fort DC 20; onset 1 round; frequency 1 day; effect 1d3 Dex damage and 1d3 Str damage; cure 2 consecutive saves.


Environment warm jungles
Organization solitary or nest (2–5)
Treasure standard

Korir-kokembe live in deep, watery jungles, plaguing major rivers and lake systems. While young korir-kokembe may swim near populated waterways to claim their prey, their elder kin prefer more remote backwaters, sloughs, and heavily wooded swamps where they can hunt undisturbed. These degenerate dragons live in a violent symbiosis with the tiny vermin that infest the jungle, hosting colonies of such creatures within their own bodies. Such tiny vermin constantly swarm in and out of the korir-kokembe’s gullet, bringing contagion to creatures bitten and allowing the wyrm to expel swarms of pests, or to summon yet more vermin to its aid. While korir-kokembe are capable of flight, they generally prefer to crawl or climb on their eight legs, hunching their bodies like inchworms or twining their coils around their prey while savaging creatures with a barrage of slashing claws.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.

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