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Anyone need a planar steed?
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<blockquote data-quote="zeo_evil" data-source="post: 2084902" data-attributes="member: 11766"><p>Here you go! Fully advanced abyssal drake fronm the Draconomicon (required). Supreme 30d6 breath weapon control! Have a nice fight!</p><p></p><p>Abyssal Drake: CR 19; Gargantuan outsider (chaotic, evil, extraplanar, fire); HD 30d8+210; hp 345; Init +1; Spd 40 ft., fly 150 ft. (poor); AC 23, touch 7, flat-footed 22; Base Atk +30; Grp +55; Atk +39 melee (1d8+13 plus poison, sting); Full Atk +39 melee (1d8+13 plus poison, sting) and +34 melee (2d8+6, bite); or +39 melee (2d6+13, 2 claws; Space/Reach 20 ft./15 ft.; SA breath weapon, frightful presence, poison, rend; SQ darkvision 60 ft., immunity to fire, magic sleep effects, and paralysis, low-light vision, resistance to acid 20, cold 20, and electricity 20, scent, vulnerability to cold; AL CE; SV Fort +24, Ref +18, Will +19; Str 37, Dex 12, Con 24, Int 6, Wis 15, Cha 15.</p><p></p><p>Skills and Feats: Bluff +35, Hide +22, Listen +37, Move Silently +34, Search +31, Spot +37; Alertness, Cleave, Extend Spreading Breath, Flyby Attack, Great Cleave, Hover, Power Attack, Recover Breath, Shape Breath, Spreading Breath, Wingover.</p><p></p><p>Breath Weapon (Su): 60 foot cone, every 1d4 rounds, 30d6 special, Reflex DC 32 half.</p><p></p><p>Frightful Presence (Ex): Creatures within a radius of 120 feet are subject to the effect if they have fewer HD than the abyssal drake. A potentially affected creature that succeeds on a Will save DC 27 remains immune to that abyssal drake’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.</p><p></p><p>Poison (Ex): Injury, Fortitude DC 32, initial and secondary damage 2d6 Con.</p><p></p><p>Rend (Ex): If an abyssal drake hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+19 points of damage.</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 2084902, member: 11766"] Here you go! Fully advanced abyssal drake fronm the Draconomicon (required). Supreme 30d6 breath weapon control! Have a nice fight! Abyssal Drake: CR 19; Gargantuan outsider (chaotic, evil, extraplanar, fire); HD 30d8+210; hp 345; Init +1; Spd 40 ft., fly 150 ft. (poor); AC 23, touch 7, flat-footed 22; Base Atk +30; Grp +55; Atk +39 melee (1d8+13 plus poison, sting); Full Atk +39 melee (1d8+13 plus poison, sting) and +34 melee (2d8+6, bite); or +39 melee (2d6+13, 2 claws; Space/Reach 20 ft./15 ft.; SA breath weapon, frightful presence, poison, rend; SQ darkvision 60 ft., immunity to fire, magic sleep effects, and paralysis, low-light vision, resistance to acid 20, cold 20, and electricity 20, scent, vulnerability to cold; AL CE; SV Fort +24, Ref +18, Will +19; Str 37, Dex 12, Con 24, Int 6, Wis 15, Cha 15. Skills and Feats: Bluff +35, Hide +22, Listen +37, Move Silently +34, Search +31, Spot +37; Alertness, Cleave, Extend Spreading Breath, Flyby Attack, Great Cleave, Hover, Power Attack, Recover Breath, Shape Breath, Spreading Breath, Wingover. Breath Weapon (Su): 60 foot cone, every 1d4 rounds, 30d6 special, Reflex DC 32 half. Frightful Presence (Ex): Creatures within a radius of 120 feet are subject to the effect if they have fewer HD than the abyssal drake. A potentially affected creature that succeeds on a Will save DC 27 remains immune to that abyssal drake’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Poison (Ex): Injury, Fortitude DC 32, initial and secondary damage 2d6 Con. Rend (Ex): If an abyssal drake hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+19 points of damage. [/QUOTE]
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