Slasrath (CR 7)
Large Aberration (Extraplanar)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +8, and Spot +7
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 8d8+32 (68 hp)
Fort +6, Ref +4, Will +6
Speed: 10 ft., fly 50 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Sting +10 melee
Full Attack: Sting +10 melee and bite +5 melee
Damage: Sting 2d4+5, bite 1d6+2
Special Attacks/Actions: Poison, wing slash
Abilities: Str 21, Dex 14, Con 19, Int 1, Wis 10, Cha 10
Special Qualities: -
Feats: Alertness; Improved Sunder; Power Attack
Skills: Listen +8 and Spot +7
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Climate/Terrain: Any land or underground (Hades)
A slasrath has little interest in tactics, apart from using its razor-edged wings to tear through the armor of its prey. The creature usually fights to the death.
Poison (Ex): A slasrath delivers its poison (Fort DC 18 negates) with each successful sting attack. Initial damage is 1d4 Str plus 1d4 Dex; secondary damage is 2d6 Con.
Wing Slash (Ex): If a slasrath charges, it can end the charge with a wing slash attack. The slasrath makes a +9 melee attack against each creature in threatens at the end of its charge. Each creature hit takes 3d6+10 points of damage. Additionally, if an armor wearing creature takes damage from this attack, the creature must make a Reflex saving throw (DC 19) or the armor is shredded away instantly.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.