Drake, Temporal
Large Dragon — CR 11
Drake, Temporal is a D&D 3.5 monster from —. CR 11, HD 10d12+40 (113 hp).
- Hit Dice
- 10d12+40 (113 hp)
- Initiative
- +5
- Speed
- land 60 ft, 60 ft., fly 60 ft. (good)
- Base Attack / Grapple
- +10/+20
- Attack
- Bite +15 melee
- Full Attack
- Bite +15 melee and 2 claws +13 melee and 2 wings +13 melee and 1 tail slap +13 melee
- STR
- 22
- DEX
- 21
- CON
- 18
- INT
- 8
- WIS
- 14
- CHA
- 16
- Fort / Ref / Will
- +11 / +12 / +9
- Challenge Rating
- 11
- Alignment
- Usually neutral
- Organization
- Solitary or pair
- Treasure
- Standard
- Level Adjustment
- +7
Special Abilities
Temporal SlideTemporal InversionProgressive InitiativeTime SlipRecurrenceTemporal Displacement
Feats
Description
A dangerous hunter and melee combatant, the temporal drake trusts to its physical prowess and supernatural abilities and wades fearlessly into combat. Although less intelligent than the average human, the drake can invent sophisticated ambushes. The drake usually begins fights by using its temporal slide ability to appear in the midst of its foes, then makes a full attack, preferably against anyone that looks like a spellcaster. The drake is also smart enough to keep one use of its temporal slide ability in reserve in case it has to flee.
When the temporal drake uses the delay or ready actions, its initiative value changes as normal; however, its initiative score becomes 4 higher each round.