Dragonne, Smoke Element* (CR 9)
Large Elemental (Air, Extraplanar, and Fire)
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, scent, Listen +11, and Spot +11
Languages: Auran, Draconic, Ignan
AC: 21 (-1 size, +5 Dex, +7 natural), touch 14, flat-footed 16
Hit Dice: 8d8+40 (76 hp); DR: 15/-
Fort +9, Ref +11, Will +4
Speed: 40 ft., fly 90 ft. (good)
Space: 10 ft./5 ft.
Base Attack +9; Grapple +17
Attack: bite +12 melee and 2 claws +7 melee
Damage: melee bite 1d6+4, melee claws 2d4+2
Special Attacks/Actions: roar, smoke claws, pounce
Abilities: Str 19, Dex 21, Con 17, Int 6, Wis 12, Cha 12
Special Qualities: Elemental traits (Immune to critical hits, fire, flanking, paralysis, petrification, poison, sleep effects, sneak attacks, stunning), vulnerability to cold, DR 5/magic
Feats: Blind-fight, Combat Reflexes, Improved Initiative, Track
Skills: Listen +11 and Spot +11
Advancement: 10-12 HD (Large); 13-27 (Huge)
Climate/Terrain: Elemental Plane of Air and Elemental Plane of Fire
Pounce (Ex): If a smoke element dragonne charges, it can make a full attack in the same round.
Roar (Su): A smoke element dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.
Smoke Claws (Ex): A smoke element dragonne can engulf opponents by moving on top of them. It fills the air around one opponent smaller than itself without provoking an attack of opportunity. The target must succeed on a DC 17 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 1d6 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.
Skills: Dragonnes have a +4 racial bonus on Listen and Spot checks.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
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.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.