Portal Drake (CR 5)
Alignment: Often neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, portal sight, Listen +8, and Spot +8
Languages: Draconic and Undercommon
AC: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Hit Dice: 5d12+5 (37 hp)
Fort +5, Ref +6, Will +4
Speed: 40 ft., burrow 20 ft., fly 90 ft. (average)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +2
Attack: Bite +7 melee (1d6+1)
Full Attack: Bite +7 melee (1d6+1) and 2 claws +2 melee (1d4)
Special Attacks/Actions: Breath weapon, spell-like abilities
Abilities: Str 13, Dex 14, Con 12, Int 15, Wis 11, Cha 14
Special Qualities: immunity to sleep and paralysis, portal jump, portal sight
Feats: Improved Initiative; Portal Sensitive; Quicken Spell-Like Ability (portal jump)
Skills: Bluff +10, Concentration +9, Disguise +2 (+4 acting), Hide + 18, Intimidate +4, Listen +8, Move Silently +14, Spelleraft +10 (+12 deciphering scrolls), Spot +8, and Use Magic Device +10 (+12 scrolls)
Advancement: 6-8 HD (Small); 9-11 HD (Medium); 12-15 HD (Large)
Organization: Solitary, brace (2)
Treasure/Possessions: Double Standard
Breath Weapon (Su): 40-foot cone of poisonous gas, once every 1d4 rounds (but no more than five times per day); initial damage 1d4 Str, secondary damage unconsciousness, Fortitude DC 13 negates. The save DC is Constitution-based.
Spell-Like Abilities: At will - detect magic; 1/day - blur, mirror image. Caster level equal to Hit Dice.
Portal Jump (Sp): Four times per day, a portal drake can enter any portal and emerge from any other portal through which it has traveled. Caster level equal to Hit Dice.
Portal Sight (Su): A portal drake can look through any portal and see out of any other portal through which it has traveled. This effect does not change perceptions or properties of the portal on the other side. A portal drake cannot cast spells through a portal. Caster level equal to Hit Dice.
Skills: A portal drake receives a +4 racial bonus on Hide and Move Silently checks.