Wardrake (CR 9)

Huge Dragon
Alignment: Usually neutral evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, scent, Listen +12, and Spot +21
Languages: Draconic and one other language taught during maturation - often Common or Infernal

AC: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Hit Dice: 15d12+60 (157 hp)
Fort +13, Ref +10, Will +12
Speed: 40 ft., fly 60 ft. (average)
Space: 20 ft./15 ft.
Base Attack +15; Grapple +29
Attack: Bite +19 melee
Full Attack: Bite +19 melee (3d6+6) and 2 claws +14 melee (1d8+3) and tail slap +14 melee (2d6+9
Damage: Bite 3d6+6, claws 1d8+3, tail slap 2d6+9
Special Attacks/Actions: Shattering roar
Abilities: Str 23, Dex 13, Con 18, Int 6, Wis 12, Cha 13
Special Qualities: Combat riding, immunities (paralysis, sleep), low-light vision
Feats: Alertness; Cleave; Flyby Attack; Improved Initiative; Iron Will; Power Attack
Skills: Climb +18, Jump +18, Listen +12, Search +7, Spot +21, and Survival +13
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Climate/Terrain: Any land
Organization: Solitary
Treasure/Possessions: None

Source: Dragon #309

More maneuverable than most flying creatures of its size, the wardrake prefers to remain airborne during a fight. It softens up targets by using its shattering roar coupled with its Flyby Attack feat, then picks off weakened foes.

Shattering Roar (Su): Once every 1d4 rounds, a wardrake can emit a hypersonic roar in a 30-foot cone. The roar deals 2d6 points of sonic damage to each creature within its area (Fortitude DC 21 half) and acts as a targeted shatter spell against all exposed metallic objects, such as weapons, armor, and shields. Each such object in the area must succeed at a Will save (DC 21) or suffer 2d6 points of sonic damage. Both save DCs are Constitution-based. Worn or carried objects use the carrying creature's saving throw bonus. Metallic objects within packs or otherwise protected are unaffected by the roar, as are nonmetallic objects.

Combat Riding (Ex): The wardrake is bred and trained to bear a rider onto the battlefield. Thus, it grants its rider a +4 circumstance bonus on all Ride checks.

Scent (Ex): Detect opponents within 30 feet. Exact location is not revealed unless within 5 feet. Track by scent.