Foulwing (CR 5)

Huge Aberration
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft. and Spot +8


AC: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Hit Dice: 6d8+30 (57 hp)
Fort +7, Ref +3, Will +5
Speed: 20 ft., fly 30 ft. (poor)
Space: 15 ft./10 ft.
Base Attack +4; Grapple +20
Attack: Bite +10 melee
Full Attack: 3 bites +10 melee and 2 claws +5 melee
Damage: Bite 1d8+8, claw 2d4+4
Special Attacks/Actions: Blood drain, breath weapon, crush 2d8+12
Abilities: Str 27, Dex 12, Con 20, Int 7, Wis 10, Cha 5
Special Qualities: -
Feats: Flyby Attack; Skill Focus (Spot); Wingover
Skills: Climb +20 and Spot +8
Advancement: 7-16 HD (Huge); 17-18 HD (Gargantuan)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, flock (3-5)
Treasure: None

Source: Lost Empires of Faerûn

Combat

Foulwings hunt from the air, hurling their massive bodies onto potential prey and tearing with their jaws while battering at their victims with the claws on their wings. Drow and other evil humanoids frequently tame and ride foulwings as war steeds.

Blood Drain (Ex): A foulwing can use its three long, tubelike tongues to drain blood from an opponent that it has pinned with its crush attack. With a successful grapple check, it deals 1d4 points of Constitution damage.

Breath Weapon (Su): A foulwing's breath weapon is a 30-foot cone of acidic gas that burns opponents' eyes and exposed skin. Each creature within the cone must make a successful DC 18 Reflex save or be blinded and stunned for 1 round,

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+12 points of bludgeoning damage, and must succeed on a DC 18 Reflex save or be pinned.

Skills: A foulwing receives a +8 racial bonus on Climb checks.