Drake, Air (CR 6)

Large Dragon (Air)
Alignment: Usually chaotic neutral
Initiative: +2 (Dex); Senses: blindsense 60 ft., darkvision 60 ft., low-light vision, and Spot +15
Languages: Auran, Draconic


AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 8d12+24 (78 hp)
Fort +9, Ref +8, Will +8
Speed: 30 ft., fly 120 ft. (good)
Space: 10 ft./5 ft.
Base Attack +8; Grapple +16
Attack: Bite +11 melee
Full Attack: Bite +11 melee and 2 claws +9 melee and tail slap +9 melee
Damage: Bite 2d6+4, claw 1d8+2, tail slap 1d8+6
Special Attacks/Actions: Air mastery, blinding sandstorm
Abilities: Str 19, Dex 14, Con 17, Int 8, Wis 14, Cha 11
Special Qualities: gaseous form, immunity to magical sleep effects and paralysis
Feats: Alertness; Blind-fights; Flyby Attack; Multiattack
Skills: Bluff +11, Diplomacy +2, Escape Artist +13 Hide +17*, Intimidate +2 Listen +14 Move Silently +13, and Spot +15
Advancement: 9-19 HD (Large); 20-24 HD (Huge)
Climate/Terrain: Temperate deserts
Organization: Solitary, pair, or flight (3-6)
Treasure: Standard

Source: Draconomicon

Combat

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air drake.

Blinding Sandstorm (Ex): If an air drake hovers close to the ground in an area with lots of loose debris (such as a sandy desert), the draft from its wings creates a hemispherical cloud with a radius of 30 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. The cloud obscures vision, and creatures caught within are blinded while inside it and for 1 round after emerging. Those caught in the cloud must succeed on a DC 14 Concentration check to cast a spell. The air drake is not immune to this effect, though its Blind-Fight feat compensates somewhat.

Gaseous Form (Su): Once per day, an air drake can assume gaseous form as the spell (caster level equals drake's HD).

Skills: Air drakes have a +4 racial bonus on Move Silently checks. *They have a +4 racial bonus on Hide checks when airborne in temperate or warm desert environments.

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).