Drake, Abyssal (CR 9)
Huge Outsider (Chaotic, Evil, Extraplanar, and Fire)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +17, and Spot +17
AC: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Hit Dice: 10d8+50 (95 hp)
Fort +12, Ref +8, Will +9
Speed: 40 ft., fly 150 ft. (poor)
Space: 15 ft./10 ft.
Base Attack +10; Grapple +18
Attack: Sting +19 melee
Full Attack: Sting +19 melee and bite +14 melee; or 2 claws +19 melee
Damage: Sting 1d6+9 plus poison, bite 2d6+4, 2 claws 2d4+9
Special Attacks: Breath weapon, frightful presence, Poison, rend
Abilities: Str 29, Dex 12, Con 20, Int 6, Wis 15, Cha 15
Special Qualities: immunity to fire, magic sleep effects, and paralysis, outsider traits, resistance to acid 20, cold 20, and electricity 20, vulnerability to cold
Feats: Alertness; Flyby Attack; Power Attack; Power Dive
Skills: Bluff +15, Diplomacy +5, Hide +12, Intimidate +5, Listen +17, Move Silenly +14, Search +11, and Spot +17
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary, pair, or flight (3-6)
Treasure/Possessions: Standard
Source:
Draconomicon
The abyssal drake is the horrific result of an ancient breeding program that combines the nastiest elements of demons, wyverns, and red dragons. Originally intended to serve as mounts for mighty demon princes, abyssal drakes proved too unruly for such service. Now they roam the wilds of the Abyss, preying on demons and visitors alike.
Abyssal drakes resemble their wyvern ancestors, but their dark red, scaled hides betray their fiendish heritage. They have powerful batlike wings, a serpentine neck, and razor-sharp claws.
Abyssal drakes speak Abyssal and Common.
Combat
An abyssal drake retains the aggressive nature of its wyvern ancestors, diving upon prey in a barely controlled descent, strafing its foes with its breath weapon and scattering them with its frightful presence, then picking off lone survivors.
When using the Flyby Attack feat, an abyssal drake can attack with sting, bite, or both claws. Its claws lack the dexterity to snatch up an opponent, so it contents itself with merely rending its foe.
An abyssal drake's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for purpose of overcoming damage reduction.
Breath Weapon (Su): 60-ft. cone, every 1d4 rounds, 10d6 special, Reflex DC 20 half. Much like a flame strike spell, half of this damage is fire damage and the remainder is unholy damage (and thus not subject to resistance to fire and similar defenses). The save DC is Constitution-based.
Frightful Presence (Ex): When an abyssal drake charges, attacks, or flies overhead, it inspires terror in all creatures within 120 feet that have fewer Hit Dice or levels than it has. Each potential victim must attempt a DC 17 Will save. On a failure, a creature with 4 or fewer HD becomes panicked for 4d6 rounds, and one with 5 or more HD becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that abyssal drake's frightful presence for 24 hours. Dragons ignore the frightful presence of an abyssal drake, as do other abyssal drakes.
Poison (Ex): Sting, Fortitude DC 20; initial and secondary damage 2d6 Con.
Rend (Ex): If an abyssal drake hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This rending attack automatically deals an extra 4d4+13 points of damage.
Outsider Traits: An abyssal drake cannot be raised, reincarnated, or resurrected (though limited wish, wish, miracle, or true resurrection spell can restore life).