Dragon, Adamantine Very Young (CR 8)
AC: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Hit Dice: 12d12+36 (114 hp)
Fort +11, Ref +8, Will +11
Speed: 60 ft., fly 150 ft. (good), swim 40 ft.
Space: 10 ft./10 ft.
Base Attack +12; Grapple +22
Attack: 1 bite +17, 2 claws +12, 2 wings +12, 1 tail slap +12
Damage: 1 bite 2d6+6, 2 claws 1d8+3, 2 wings 1d6
Special Attacks/Actions: Breath weapon 4d8 (19)
Abilities: Str 23, Dex 10, Con 17, Int 14, Wis 17, Cha 14
Special Qualities: Immunity to fire, adamantine touch, increased damage, Improved Sunder, mirror image, Fear aura (DC 19)
Feats: #Feats: 5
Skills: Skill points: 30
Advancement: 13-14 HD (Large)
Climate/Terrain: Any land and underground (Twin Paradises of Bytopia)
Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, juvenile, or young adults), family (pair of mature adults and 1d4+1 offspring)
Treasure/Possessions: Triple Standard
Breath Weapon (Su): An adamantine dragon has two types of breath weapon, a line of searing white hot fire and a cone of hold monster gas. Living creatures within a cone of hold monster gas must succeed on a Will save or be held, regardless of HD, for 1d6 rounds plus round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.
Increased Damage (Ex): Because of their oversized limbs and weapons, adamantine dragons deal damage as if they were one size category larger than they really are. The adamantine dragon doesn't gain the additional attacks of the larger size, only greater damage.
Adamantine Touch (Ex): An adamantine dragon's natural weapons are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Improved Sunder: An adamantine dragon has the Improved Sunder feat as a bonus feat, and it frequently attempts to destroy its opponents' weapons and armor.
Spell-like Abilities: 3/day - mirror image.
Skills: Heal and Tumble are considered class skills for adamantine dragons.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.