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/Actions: 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)
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).
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
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.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.