Dragonkin (CR 4)
AC: 17 (+1 Dex, -1 size, +7 natural), touch 10, flat-footed 16
Hit Dice: 7d8+7 (38 hp)
Fort +5, Ref +6, Will +7
Speed: 20 ft., fly 40 ft. (good)
Space: 10 ft./10 ft. (20 with longspear)
Base Attack +7; Grapple +15
Attack: Foreclaw +10 melee or longspear +10/+5 melee
Full Attack: 2 foreclaws +10 melee or longspear +10/+5 melee
Damage: Foreclaws, longspear 1d10+6
Special Attacks/Actions: Rake 1d6+2
Abilities: Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 13
Special Qualities: detect magic
Feats: Flyby Attack; Great Fortitude; Improved Initiative
Skills: Listen +12 and Spot +12
Advancement: By character class
Climate/Terrain: Warm hills
Organization: Solitary, clutch (2-8), or squad (4-16 plus 1 human necromancer of 7th-11th-level)
Treasure/Possessions: Standard coins; no goods; double items
Rake (Ex): Dragonkin make two additional attacks (+10 melee) with their rear claws for 1d6+2 points of damage each when attacking from the air.
Detect Magic (Su): Dragonkin have the innate ability to use detect magic as a free action, once per round.
Dragonkin prefer to fight in the air, swooping down to slash earthbound opponents with their foreclaws. If forced to bring combat to the ground, dragonkin move in and use their claws or weapons (they favor longspears and other reach weapons).
Most dragonkin have a strong desire to acquire magic items (perhaps inherited from their ancestors) and tend to attack characters possessing such items in preference to others. If possible, a dragonkin grabs a magic item from its opponent and flees with it, taking the item back to its cave. (Resolve this as a disarm attempt; since the dragonkin is unarmed, it holds the item if it wins the opposed check.)
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.