Drake, Ambush (CR 5)
Alignment: Usually neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, scent, Listen +12, and Spot +12
Languages: telepathy with other ambush drakes
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 7d12+28 (73 hp)
Fort +9, Ref +7, Will +5
Speed: 40 ft., fly 30 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +7; Grapple +10
Attack: Bite +10 melee
Full Attack: Bite +10 melee and 2 claws +8 melee
Damage: Bite 1d8+3 plus poison, Claw 1d6+1
Special Attacks/Actions: Breath weapon, poison
Abilities: Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9
Special Qualities: immunity to magic sleep effects and paralysis, SR 16, telepathic link 30 ft.
Feats: Alertness; Improved Initiative; Multiattack
Skills: Hide +16, Listen +12, Move Silently +12, and Spot +12
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or pack (3-12)
Monster Manual III
Ambush drakes generally stalk their prey as a coordinated pack. They start by using their breath weapons and focus attacks on affected creatures, ignoring quicker fleeing prey.
Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, slow (duration 7 rounds), Will DC 17 negates. Ambush drakes are immune to the breath weapons of other ambush drakes. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Telepathic Link (Ex): Ambush drakes share a communal consciousness, enabling them to communicate telepathically with other ambush drakes. A group of ambush drakes within 30 feet of each other are in constant contact. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No ambush drake in the group is considered flanked unless all are.
Skills: Ambush drakes have a +4 racial bonus on Hide checks.