Drake, Smoke (CR 9)
Large Dragon (Air and Fire)
Alignment: Usually chaotic evil
Initiative: +4 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +19, and Spot +19
Languages: Draconic and either Auran or Ignan (50% chance of either)
AC: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Hit Dice: 12d12+36 (114 hp)
Fort +11, Ref +14, Will +10
Speed: 40 ft., fly 120 ft. (good)
Space: 10 ft./5 ft.
Base Attack +12; Grapple +20
Attack: Bite +15 melee
Full Attack: Bite +15 melee and 2 claws +13 melee and tail slap +13 melee
Damage: Bite 2d6+4, claw 1d8+2, tail slap 1d8+6
Special Attacks/Actions: Breath weapon
Abilities: Str 19, Dex 18, Con 17, Int 10, Wis 14, Cha 13
Special Qualities: immunity to fire, magic sleep effects, and paralysis, vulnerability to cold
Feats: Alertness; Flyby Attack; Lightning Reflexes; Multiattack; Track
Skills: Escape Artist +19, Hide +15*, Listen +19, Move Silently +21, Search +15, and Spot +19
Advancement: 13-19 HD (Large); 20-29 HD (Huge); 30-36 HD (Gargantuan)
Organization: Solitary, pair, or pack (3-6)
Breath Weapon (Su): As a standard action once every 1d4 rounds, a smoke drake can breathe a hazy cloud of smoke in a 30-ft-radius spread that provides concealment (20% miss chance) to all creatures within. Thanks to its blindsense, the drake ignores this miss chance. The haze lasts for 1 minute, but can be blown away by a moderate wind (11+ mph) in 4 rounds or a strong wind (21+ mph) in 1 round. This breath weapon is not usable underwater.
Once per day a smoke drake can exhale an incendiary cloud rather than a hazy cloud. The cloud provides concealment as the hazy cloud does, but the white-hot embers suspended within the incendiary cloud deal 2d6 points of fire damage to everything within it each round (Reflex DC 19 half). The incendiary breath is otherwise identical to the haze breath.
Skills: Smoke drakes have a +2 racial bonus on Move Silently checks and on Search checks. *They have a +4 racial bonus on Hide checks in areas of shadow or darkness.
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).
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.