Drake, Fell (CR 12/MR 5)

The stench of death billows forth as this hulking beast spreads its ragged, scabrous wings. Its eyes and maw glow an unwholesome lambent green as it roars its challenge, its sleek scales shining and dark.

Fell Drake (CR 12/MR 5)
XP 19,200
NE Huge dragon (mythic)
Init +10MF; Senses darkvision 60 ft., low-light vision; Perception +17
Aura frightful presence (30 ft., DC 18), stench (30 ft., DC 21, 1 minute), unnatural aura

Defense

AC 29, touch 9, flat-footed 28 (+4 armor, +1 Dex, +16 natural, –2 size)
hp 199 (13d12+115)
Fort +13, Ref +9, Will +9
Defensive Abilities DR 10/epic; Immune disease, dragon traits, energy drain, fear, negative energy, paralysis and sleep
Weaknesses light sensitivity

Offense

Speed 20 ft., fly 60 ft. (average)
Melee bite +19 (4d6+8/19–20 plus 1d3 Con drain), tail slap +14 (2d6+4)
Space 15 ft.; Reach 15 ft.
Special Attacks carrion breath, draining biteMA, lingering breathMA (1d8 acid and 1d8 negative energy, 5 rounds), mythic power (5/day, surge 1d8), plummetMA, rider’s baneMA

Statistics

Str 27, Dex 13, Con 20, Int 9, Wis 12, Cha 14
Base Atk +13; CMB +23; CMD 34
Feats CleaveMF, Flyby Attack, Great Cleave, Improved Critical (bite), Improved InitiativeMF, Improved Natural Attack (bite), Power AttackMF
Skills Acrobatics +14, Fly +13, Intimidate +13, Perception +17, Stealth +9, Survival +9
Languages Draconic
SQ elusive speedMF, ghost riderMF, ghostly shroud, speed surge

Ecology

Environment temperate mountains or hills
Organization solitary, pair, fell mount (fell drake with 1 ghost or spectre or 1d4 wraiths), or deathly rampage (3–6 fell drakes with mounted cairn wights or wraiths)
Treasure standard

Special Abilities

Carrion Breath (Su) As a standard action, a fell drake can exhale a 30-foot cone-shaped spread of cloying bilious mist redolent with the reek of rotten flesh. This miasma deals 5d6 points of acid damage and 5d6 points of negative energy damage (DC 21 Fortitude half ). In addition, creatures failing their saving throw are nauseated for 1d4 rounds. The save DC is Constitution-based.

Draining Bite (Su) A fell drake’s bite deals 1d3 points of Constitution drain (DC 21 Fortitude negates) on every hit. The save DC is Constitution-based.

Elusive Speed (Ex) When a fell drake uses its speed surge, it gains the benefits of the Mobility and Wind Stance feats until the beginning of its next turn.

Ghost Rider (Su) A fell drake can take an incorporeal creature as a rider. The rider uses the fell drake’s fly speed and maneuverability as its own and otherwise follows the rules for mounted creatures, and also gains the benefits of the fell drake’s ghostly shroud. If the incorporeal creature possesses frightful presence or an unnatural aura or can create a supernatural fear effect with a fixed radius, such as a ghost’s frightful moan, it adds the radius of its own ability to the fell drake’s to determine the area of effect. If the effect allows a saving throw, creatures within the expanded area must save twice (once against the save DC of the rider and once against the fell drake’s save DC); if either save fails, the creature is affected by the aura.

Ghostly Shroud (Sp) A fell drake is surrounded by wisps of ectoplasmic force, protecting it as continuous mage armor and entropic shield (caster level 13th). If these effects are dispelled, the fell drake can resume their effects as a free action on its next turn.

Plummet (Ex) As a standard action or as part of a charge action when flying, a fell drake can attempt an overrun combat maneuver against a smaller creature. This maneuver does not provoke attacks of opportunity, and its target cannot choose to avoid it. A creature knocked prone with this overrun maneuver takes 2d6+12 points of bludgeoning damage. If the drake expends one use of its mythic power, it can use this ability against up to three creatures.

Rider’s Bane (Ex) If a fell drake strikes a mounted rider, that rider must succeed at a Ride check against a DC equal to the fell drake’s attack roll or be dismounted. If a fell drake attacks an animal with a rider, on a successful hit the animal must succeed on a DC 18 Will save or fall prone (dismounting its rider) and begin cowering for 1d4 rounds. The save DC is Charisma-based. If the fell beast expends one use of its mythic power as a free action, it can force the mount and rider to roll twice and select the worse result on a saving throw or Ride check made against this ability, and if both the rider and mount are knocked prone the rider takes 4d6 points of bludgeoning damage as the mount lands on top of it and is pinned for as long as the mount remains cowering. Getting out from underneath a cowering mount requires a DC 21 Strength check or Escape Artist check.

Speed Surge (Su) Three times per day as a swfit action, a fell drake can draw on its draconic reserves for a boost of strength and speed, allowing it to take an additional move action in that round.


Nesting in mountainous crags and forlorn hills, fell drakes are massive scavengers that soar far from their lairs in search of their next opportunity to gorge themselves on flesh either living or dead. Their great size compared to their drakish kin belies their inherent laziness; as scavengers, they are content to find their prey wherever they can get it and do not necessarily seek out combat when easier meals can be had. However, fell drakes are also somewhat more biddable than their kin and can be trained to bear riders, though only those whose power they are taught to respect.

A fell drake is around 24 feet long, end to end. Its sleek, scaled body weighs about 6,000 pounds.

Ecology
Fell drakes rarely stay on the ground for longer than it takes to feast. They can soar very high in the air and plummet with great speed to the ground, knocking their targets to the ground and crushing them under its claws and belly. A fell drake will also use its long neck to sweep its snapping jaws through entire squads of soldiers as it flies by overhead. The spiritual energies that surround a fell drake help shield it from the slings and arrows of its enemies, even as the unliving energies it has breathed in since its hatching can be belched forth in a cloying cloud of life-sapping bile and blood. If severely wounded, it retreats when it can, carrying its master away to safety with a tremendous burst of speed.

Habitat and Society
Fell drakes are not a numerous breed, being descended from primordial draconic sires that dwelt in lands long benighted by the rule of deathless despots. Through the rise and fall of these undead emperors, fell drakes made their homes amid the hollow hills and barrow-downs of the fallen lands, venturing forth to devour the dead left behind in the endless wars that ebbed and flowed around them. Perhaps it was their long exposure to the raw power of death itself that inured fell drakes to the presence of unlife. Those of their kin that could not adapt to the dissolution of the flesh and the ectoplasmic caress of ghostly shades and shadow kings fell prey as did all other living things to the touch of death, but the fell drakes that survived grew into a strange symbiosis with the cannier warlords among the armies of the dead. Fell drakes now often serve as terrifying steeds in battle, feasting on soldiers and mounts alike and carrying their dread masters into the fray on wings that are both great and terrible.

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