Drake, Rage (CR 9)

Large Dragon
Alignment: Usually chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: blindsense 30 ft., darkvision 60 ft., low-light vision, Listen +15, and Spot +15
Languages: Does not speak, understands limited Draconic and Common


AC: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Hit Dice: 14d12+84 (175 hp)
Fort +15, Ref +12, Will +10
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +14; Grapple +26
Attack: Claw +16 melee*
Full Attack: 2 claws +16 melee* and bite +11 melee*
Damage: Claws 1d8+13/19-20*, bite 2d6+9* (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Improved grab, pounce, rage, rake, worry
Abilities: Str 27, Dex 17, Con 23, Int 4, Wis 12, Cha 10
Special Qualities: immunity to sleep and paralysis
Feats: Improved Critical (claw); Improved Initiative; Improved Natural Attack (claw); Improved Natural Attack (bite); Power Attack
Skills: Hide +9, Jump +31, Listen +15, Move Silently +13, and Spot +15
Advancement: 15-28 HD (large); 29-42 HD (Huge)
Climate/Terrain: Cold forests
Organization: Solitary or pair
Treasure/Possessions: None

Source: Monster Manual III

Improved Grab (Ex): To use this ability, a rage drake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can use both its rake and worry attacks against the held foe.

Pounce (Ex): If a rage drake charges, it can make a full attack, including its two rake attacks and one worry attack if it grabs its foe.

Rage (Ex): Four times per day, a rage drake can enter a state of fierce rage that lasts 11 rounds. The following changes are in effect as long as he rages: AC 18 (touch 10, flat-footed 15); hp increase by 28; Atk +18 melee (1d8+15/19-20, claw); Full Atk +18 melee (1d8+15/19-20, 2 claws) and +13 melee (2d6+10, bite); SV Fort +17, Will +12; Str 31, Con 27; Jump +33. Unlike a barbarian, however, a rage drake is not fatigued after raging. A rage drake can end its rage early, though it seldom does so even when all its foes are apparently defeated.

Rake (Ex): Attack bonus +16 melee, damage 1d8+13, including adjustment for using Power Attack feat.

Worry (Ex): Whenever a rage drake grabs a foe at least one size category smaller than itself in its mouth, it instinctively shakes the foe, stunning and disorienting its victim. Anyone grabbed a rage drake must succeed on a DC 25 Fortitude saving throw or be stunned for 1 round. A rage drake can only use this ability in the first round after it grabs a foe. The save DC is Strength-based.

Skills: Rage drakes have a +4 racial bonus on Spot checks and Listen checks.