Firedrake (CR 4)
AC: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Hit Dice: 4d12+4 (30 hp)
Fort +5, Ref +5, Will +4
Speed: 20 ft., fly 60 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -5
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: Bite 1d6+1
Special Attacks/Actions: Breath weapon, pyrophoric blood
Abilities: Str 13, Dex 13, Con 13, Int 4, Wis 11, Cha 11
Special Qualities: Fire subtype, immunities
Feats: Flyby Attack; Weapon Focus (bite)
Skills: Hide +5, Listen +6, Move Silently +5, Search +1, and Spot +6
Advancement: 5-9 HD (Small); 10-12 HD (Medium-size)
Climate/Terrain: Temperate hills and mountains
Organization: Pair, clutch (2-5), or family (6-8)
The firedrake's primary attack is with its breath weapon, though it is not hesitant to use its bite.
Breath Weapon (Su): Cone of fire, 40 feet long, once per 1d4 rounds but not more than five times per day, 2d8 points of damage, Reflex save half (DC 13).
Pyrophoric Blood (Ex): A firedrake's blood is highly flammable and will ignite in a burst of flame upon contact with the air. Any hit with a slashing or piercing weapon that deals 3 or more points of damage draws blood. The attacker must succeed at a Reflex save (DC 13) to avoid being caught in the flames that erupt from the wound. On a failed save the attacker takes 1d3 points of damage.
Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.
Immunities: Firedrakes are immune to sleep and paralysis effects.
The Firedrake first appeared in the Fiend Folio (1981).
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.