Felldrake, Spiked (CR 4)
Alignment: Always neutral good
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +12, and Spot +12
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Hit Dice: 6d12+12 (51 hp)
Fort +7, Ref +7, Will +8
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +15
Attack: Bite +10 melee
Full Attack: Bite +10 melee and 2 claws +5 melee; or spikes +7 ranged
Damage: Bite 2d6+5, claw 1d8+2, spikes 1d8+5
Abilities: Str 20, Dex 14, Con 15, Int 10, Wis 12, Cha 8
Special Qualities: immunity to magic sleep effects and paralysis
Feats: Alertness; Iron Will; Point Blank Shot
Skills: Climb +14, Intimidate +8, Listen +12, Search +9, Spot +12, and Survival +10
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Temperate plains
Organization: Solitary or clutch (2-4)
Of the many kinds of felldrakes, few are as powerful as the spiked felldrake. Its size and strength place it in the frontline of important battles, and some mighty knights or paladins employ the spiked felldrake as a steed.
Felldrakes speak Draconic and Sylvan.
A spiked felldrake can stand up to terrible punishment while dealing out plenty of its own with swordlike claws. The spikes on its tail are not just for show - it can project them in a hail of deadly fire at approaching enemies. With its scent and vision abilities, a spiked felldrake can root out even hidden enemies reliably.
Spiked Felldrakes as Special Mounts
At the DM's option, a paladin of 11th level or higher can call a spiked felldrake as her special mount. For the purposes of the mount's bonus Hit Dice, natural armor, Strength adjustment, Intelligence score, and special powers, treat the paladin as if she were six levels lower than actual.