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Drake, Spire

This reptilian creature's gaunt body, legs, and batlike face are covered in long spines. Two wings stretch out from its torso.

Spire Drake CR 7

XP 3,200
LE Large dragon
Init +1; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENSE

AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 84 (8d12+32)
Fort +10, Ref +7, Will +6
Immune curses, energy drain, negative energy, paralysis, sleep

OFFENSE

Speed 30 ft., climb 30 ft., fly 60 ft. (average)
Melee bite +13 (2d6+6 plus 1d6 negative energy), tail slap +8 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks accursed breath, soul corruption

STATISTICS

Str 22, Dex 12, Con 19, Int 10, Wis 11, Cha 15
Base Atk +8; CMB +15; CMD 26
Feats Flyby Attack, Power Attack, Vital Strike, Wingover
Skills Climb +20, Fly +10, Knowledge (arcana) +10, Knowledge (religion) +10, Perception +11, Spellcraft +10, Use Magic Device +13
Languages Draconic
SQ speed Surge

SPECIAL ABILITIES

Accursed Breath (Su)

As a standard action, a spire drake can spit a compressed ball of jet-black dust that bursts into a spray of clinging motes that sap the spiritual strength of creatures in an area. The attack has a range of 60 feet and deals 5d6 points of negative energy damage (Will DC 18 half) to all creatures in a 20-foot radius. Affected creatures take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1d4 rounds (or for 1 round on a successful Will save). As long as these motes cling to a creature, the effect of any conjuration (healing) effect used on that creature is halved. This is a curse effect. The save DC is Constitution-based.

Soul Corruption (Su)

If a spire drake successfully performs a coup de grace upon a creature afflicted by its accursed breath, the slain target arises 1d4 rounds later as a wight. This wight is not under the drake's control, and the wight and any spawn that it creates perish 1d6 days after arising.

Speed Surge (Su)

Three times per day as a swift action, a spire 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.