Slasrath

Large Aberration (Extraplanar)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 50 ft. (perfect)
Armor Class: 17 (−1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Sting +10 melee (2d4+5)
Full Attack: Sting +10 melee (2d4+5) and bite +5 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, wing slash
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 21, Dex 14, Con 19, Int 1, Wis 10, Cha 10
Skills: Listen +8, Spot +7
Feats: Alertness, Improved Sunder, Power Attack
Environment: Any land or underground (Hades)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9–16 HD (Large); 17–24 HD (Huge) ♊
Level Adjustment: —

The slasrath was originally a nearly mindless wormlike predator until a nameless sorcerer discovered how to transform them into the flying horrors that they are today.

Most slasraths are black, but gray and green varieties aren’t uncommon. They have wormlike bodies with large, razor-edged wings that run nearly their entire length, giving them the appearance of a manta ray. The creature’s lampreylike mouth is located on its underside. The slasrath’s tail is long and whiplike with a barb at its tip.

Created by magic, most slasraths now serve as mounts for yugoloths. These mounts are magically controlled and are outfitted with special harnesses to allow their masters to ride them with ease. Nevertheless, one sometimes bucks its enchantment and escapes into the wild.

Combat

A slasrath has little interest in tactics, apart from using its razor-edged wings to tear through the armor of its prey. The creature usually fights to the death.

Poison (Ex): A slasrath delivers its poison (Fort DC 18 negates) with each successful sting attack. Initial damage is 1d4 Str plus 1d4 Dex; secondary damage is 2d6 Con.

Wing Slash (Ex): If a slasrath charges, it can end the charge with a wing slash attack. The slasrath makes a +9 melee attack against each creature it threatens at the end of its charge. Each creature hit takes 3d6+10 points of damage. Additionally, if an armor wearing creature takes damage from this attack, the creature must make a Reflex saving throw (DC 19) or the armor is shredded away instantly.

Source: Fiend Folio, page 158. Changes applied as per the D&D® v.3.5 Accessory Update.