Air Drake
Huge elemental beast (air, reptile)
Level 22 Elite Skirmisher XP 8300

HP 404; Bloodied 202Initiative +21
AC 36, Fortitude 32, Reflex 35, Will 34Perception+23
Speed 8, fly 10 (hover)
Saving Throws +2; Action Points 1


Combat Advantage

The drake deals 2d6 extra damage, or 2d10 while it is bloodied, to any creature granting combat advantage to it.

Standard Actions

Bite At-Will

Attack: Melee 3 (one creature); +27 vs. AC

Hit: 6d6 + 9 damage.

Claw At-Will

Attack: Melee 3 (one creature); +27 vs. AC

Hit: 4d6 + 5 damage.

Drake's Fury At-Will

Effect: The drake uses claw twice against one target and bite once against a different target.

Orb of Elemental Air (zone) Recharge when first bloodied

Attack: Area burst 3 within 20 (creatures in the burst); +25 vs. Fortitude

Hit: 6d6 + 9 damage, and the drake slides the target 5 squares.

Effect: The burst creates a zone that lasts until the end of the encounter or until the drake uses orb of elemental air again. Any creature that enters the zone or starts its turn there takes 10 damage, and the drake slides it 3 squares.

Minor Actions

Wind Veil Recharge

Effect: The drake shifts its speed. Until the end of the drake’s next turn, it gains concealment against enemies not adjacent to it.

Triggered Actions

Bloodied Response Encounter

Trigger: The drake is first bloodied.

Effect (Free Action): Wind veil recharges, and the drake uses it.

Control the Wind At-Will

Trigger: An enemy hits the drake.

Attack (Immediate Reaction): Close burst 5 (the triggering enemy in the burst); +27 vs. AC

Hit: 6d6 + 9 damage, and the drake slides the target 3 squares. It can slide the target vertically. If it does so, the target falls at the end of the slide.

Str 21 (+16)                Dex 27 (+19)                Wis 24 (+18)
Con 18 (+15)                Int 4 (+8)                Cha 22 (+17)

Alignment Unaligned        Languages -

Published in Dark Sun Creature Catalog, page(s) 36.