Upheaval

Rift Drake

CR 9, CE Large Dragon (earth)

Senses: Perception 14, Darkvision 60, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.

Speed: 30 ft., climb 20 ft., fly 60 ft. (average)  Skills: Insight 11, Intimidation 12, Stealth 12, Nature 13

Languages: Draconic

Ability Scores: Str 25 (+18), Dex 17 (+14), Con 20 (+16), Int 8 (+10), Wis 12 (+12), Cha 11 (+11)

INIT: +7  CP: +11  HP: 126 (11d12+55)  SA: --  DC: 22

AC: 23  Touch: 12  Flat-footed: 20 [+3 Dodge, +11 Natural, -1 Size]

SR: --  Vulnerable: --  Resistant: Acid 30  Bypass: --

Immunity: --  Effect Immunity: Paralysis, Sleep

QUALITIES

Bleeding Critical (ex) - Whenever the Rift Drake makes a critical hit, it also inflicts 2d6 bleed damage on its target.

Power Attack (ex) - A Rift Drake may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Rift Drake does one extra point of damage. The Rift Drake must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

ACTIONS
Attacks

Fleet (Full Round)(ex) - When using a full-round action to move double its speed, the Rift Drake can also use its bonus action to run its movement in feet again.

Clinging Corrosion (su, Acid, Every 1d6 rounds) - A rift drake can spit a ball of caustic gas that bursts into a cloud upon impact. This attack has a range of 60 feet and deals 5d10 points of acid damage to all creatures within the resulting 15-foot-radius spread. Additionally, any creature damaged by this attack is affected as though by the spell slow for 1d4 rounds. A successful Dex save halves the damage and negates the slowing effect.

DESCRIPTION

Environment: warm hills or mountains

Organization: None

Treasure: standard

Horns jut from this muscular dragon's beaked head, and spikes cover the dragon's hide even in places on its winged arms.

Creatures of the badlands and regions scarred by the gods, rift drakes are as savage and brutal as the lands they hunt. Their strength and savagery often make them seem like mere deadly beasts, but rift drakes simply delight in battle more than most drakes, frequently clashing even with other members of their own kind. They rarely deign to talk with other creatures, often doing so only as a cruel game in which they make more and more outrageous demands until their victims realize the drakes are toying with them or the manipulative drakes grow bored. A rift drake rarely stays on land for long, preferring to circle high above near ominous peaks or spires and roosting in the crevices of the same. When a rift drake spies prey from such heights, it breaks from its flight to dive onto victims, scattering groups and sowing terror with its sudden emergence. With particularly agile foes, a rift drake will use its breath to slow victims first, then pick them off one by one. Rift drakes enjoy the taste of blood, and focus their attacks on the fleshiest-looking creatures. A rift drake is around 14 feet long, end to end. Its burly, spiky body weighs about 2,500 pounds.