Drake, Smoke

Large Dragon (Air, Fire) — CR 9

()Updated 3.5

Drake, Smoke is a D&D 3.5 monster from —. CR 9, HD 12d12+36 (114 hp).

Hit Dice
12d12+36 (114 hp)
Initiative
+4
Speed
land 40 ft, 40 ft., fly 120 ft. (good)
Base Attack / Grapple
+12/+20
Attack
Bite +15 melee
Full Attack
Bite +15 melee and 2 claws +13 melee and tail slap +13 melee
STR
19
DEX
18
CON
17
INT
10
WIS
14
CHA
13
Fort / Ref / Will
+11 / +14 / +10
Challenge Rating
9
Alignment
Usually chaotic evil
Organization
Solitary, pair, or pack (3-6)
Treasure
Standard
Level Adjustment
+3

Special Abilities

Feats

Once per day a smoke drake can exhale an incendiary cloud rather than a hazy cloud. The cloud provides concealment as the hazy cloud does, but the white-hot embers suspended within the incendiary cloud deal 2d6 points of fire damage to everything within it each round (Reflex DC 19 half). The incendiary breath is otherwise identical to the haze breath. Air Subtype 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). Fire Subtype 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.

Description

Once per day a smoke drake can exhale an incendiary cloud rather than a hazy cloud. The cloud provides concealment as the hazy cloud does, but the white-hot embers suspended within the incendiary cloud deal 2d6 points of fire damage to everything within it each round (Reflex DC 19 half). The incendiary breath is otherwise identical to the haze breath. Air Subtype 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). Fire Subtype 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.