Dragon, Arboreal Young (CR 6)
Large Dragon (Extraplanar)
Alignment: Always chaotic good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Celestial, Draconic, Elven, Sylvan
AC: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Hit Dice: 11d12+33 (104 hp); DR: 5/magic
Fort +10, Ref +7, Will +8
Speed: 60 ft., fly 150 ft. (average)
Space: 10 ft./10 ft.
Base Attack +11; Grapple +19
Attack: 1 bite +14, 2 claws +9, 2 wings +9, 1 tail slap +9
Damage: 1 bite 2d6+4, 2 claws 1d8+2, 2 wings 1d6, 1 tail slap 1d8
Special Attacks/Actions: Breath weapon 6d8 (18)
Abilities: Str 19, Dex 10, Con 16, Int 14, Wis 13, Cha 17
Special Qualities: Immunity to acid, sonic and enchantment magic, Alternate form, SR 15
Feats: #Feats: 4
Skills: Skill points: 28
Advancement: 12-13 HD (Large)
Climate/Terrain: Any land and underground (Olympian Planes of Arborea)
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: Triple Standard
Breath Weapon (Su): An arboreal dragon has one breath weapon, a cone of razor-sharp thorns that deal piercing damage. A creature within the cone may make a Reflex save to take half damage.
Alternate Form (Su): A young or older arboreal dragon can assume any animal, fey, or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on it by a 10th-level caster, except that the dragon does not regain hit points for changing form and can only assume the form of an animal, fey, or humanoid. The dragon can remain in its animal, fey, or humanoid form until it chooses to assume a new one or its natural form.
Skills: Climb, Spellcraft, and Survival are considered class skills for arboreal 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.