Drake, Fire (CR 10)
AC: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Hit Dice: 14d12+28 (122 hp)
Fort +11, Ref +14, Will +10
Speed: 40 ft., fly 90 ft. (average)
Space: 10 ft./5 ft.
Base Attack +14; Grapple +22
Attack: Bite +17 melee
Full Attack: Bite +17 melee and 2 claws +15 melee and tail slap +15 melee
Damage: Bite 2d6+4 plus 1d6 fire, claws 1d8+2 plus 1d6 fire, tail slap 1d8+6 plus 1d6 fire
Special Attacks/Actions: Heat
Abilities: Str 19, Dex 16, Con 15, Int 8, Wis 12, Cha 11
Special Qualities: immunity to fire, magic sleep effects, and paralysis, vulnerability to cold
Feats: Alertness; Combat Reflexes; Flyby Attack; Lightning Reflexes; Multiattack
Skills: Bluff +17, Climb +23, Diplomacy +2, Intimidate +2, Jump +21, Listen +20, Search +20, and Spot +20
Advancement: 15-19 HD (large); 20-29 HD (Huge); 30-39 HD (Gargantuan); 40-42 HD (Colossal)
Climate/Terrain: Warm hills
Organization: Solitary, pair, or brood (3-6)
Heat (Ex): A fire drake's red-hot body deals 1d6 points of extra fire damage whenever it hits in melee or when grappling, during each round that it maintains a hold.
Creatures or weapons that strike a fire drake also take this damage (no save allowed).
Skills: Fire drakes have a +4 racial bonus on Search checks.
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.