Ermalkankari (CR 10)
Alignment: Usually neutral
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +16, and Spot +16
Languages: Cannot speak
AC: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Hit Dice: 13d12+39 (124 hp)
Fort +13, Ref +8, Will +9
Speed: 40 ft., fly 100 ft. (poor), burrow 10 ft., climb 10 ft.
Space: 10 ft./5 ft.
Base Attack +13; Grapple +12
Attack: 2 claws +16 melee, bite +14 melee, tail +14 melee
Full Attack: 2 claws +16 melee, bite +14 melee, tail +14 melee
Damage: Claw 2d6+4, Bite 1d8+2, tail 1d8+6
Special Attacks/Actions: Spit stones
Abilities: Str 19, Dex 10, Con 16, Int 4, Wis 13, Cha 12
Feats: Alertness; Great Fortitude; Multiattack; Power Attack
Skills: Climb +12, Hide +9*, Listen +16, and Spot +16
Advancement: Usually 14-20 HD (Large), 21-26 HD (Huge)
Climate/Terrain: Mountains and underground
Organization: Solitary or family (2-4)
Spit Stones (Ex): Like all greater drakes, the ermalkankari has an expandable throat bladder that it uses to make attacks. The drake swallows a variety of small stones and keeps them stored in its bladder like a pelican stores fish. When desired, it can spits these stones out in a spray. The ermalkankari spits a cone of gravel with a range of 40 feet. Victims within the area must make a Reflex save (DC 19) for half damage; otherwise, they take 3d6 points of damage. The ermalkankari's throat bladder holds enough stones for three such uses of its spit stones ability. An ermalkankari that runs out of stones during combat continues the battle fighting with teeth, claws, and tail-club; it does not stop to "reload" until after combat is done.
Skills*: An ermalkankari has a racial bonus of +4 to its Hide skill when in rocky areas, where it blends in with the environment.