Felldrake, Horned (CR 3)
Alignment: Always neutral good
Initiative: +0; Senses: Listen +8 and Spot +8
AC: 17 (+7 natural), touch 10, flat-footed 17
Hit Dice: 4d12+8 (34 hp)
Fort +6, Ref +4, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +7
Attack: Horn +8 melee
Full Attack: Horn +8 melee
Damage: Horn 2d6+4
Special Attacks/Actions: Charge 4d6+6
Abilities: Str 17, Dex 10, Con 15, Int 5, Wis 12, Cha 8
Special Qualities: Dragon traits
Feats: Alertness; Weapon Focus (horn)
Skills: Hide +6, Jump +8, Listen +8, and Spot +8
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)
Climate/Terrain: Any land and underground (Sundered Lands)
Organization: Solitary, pair, gang (3-5), or pack (4-16)
Monster Manual II
Charge (Ex): A horned felldrake typically begins a battle by charging at its opponent. In addition to the normal benefits and hazards of a charge, this allows the horned felldrake to make a single horn attack (+8 melee) that deals 4d6+6 points of damage.
Horned felldrakes usually charge foes first, then use their horns in melee.
Horned felldrakes are often used to protect important individuals or cities.
This creature is larger than the other felldrakes. Its head sports several horns, which it uses to impale foes.