Dragonne, Axiomatic* (CR 7)
Large Magical Beast (Extraplanar)
Alignment: Always lawful neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, scent, Listen +11, and Spot +11
AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Hit Dice: 9d10+27 (76 hp)
Fort +9, Ref +8, Will +4
Speed: 40 ft., fly 30 ft.
Space: 10 ft./5 ft.
Base Attack +9; Grapple +17
Attack: Bite +12 melee
Full Attack: Bite +12 melee (2d6+4) and 2 claws +7 melee
Damage: Bite 2d6+4, Claw 2d4+2
Special Attacks/Actions: Pounce, roar, smite chaos
Abilities: Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12
Special Qualities: resistance to cold 5, electricity 5, fire 5, and sonic 5, scent, SR 14
Feats: Blind-fight; Combat Reflexes; Improved Initiative; Track
Skills: Listen +11 and Spot +11
Advancement: 10-12 HD (Large); 13-27 HD (Huge)
Climate/Terrain: Infernal Battlefield of Acheron
Organization: Solitary, pair, or pride (5-10)
Treasure: Double standard
Linked Minds (Ex): Axiomatic dragonnes within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No axiomatic dragonne in the group is considered flanked unless all of them are.
Pounce (Ex): If an axiomatic dragonne charges, it can make a full attack in the same round.
Roar (Su): An axiomatic dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted.
Smite Chaos (Su): Once per day, an axiomatic dragonne can make a normal attack to deal extra damage equal to its Hit Dice (maximum 20 points) against a chaotic opponent.
Skills: An axiomatic dragonne has a +4 racial bonus on Listen and Spot checks.
Carrying Capacity: A light load for an axiomatic dragonne is up to 348 pounds; a medium load, 349-699 pounds; and a heavy load, 700-1,050 pounds.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
This is a sample creature derived from a Template.