Dragon, Axial Juvenile (CR 10)
Large Dragon (Extraplanar)
Alignment: Always lawful good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Celestial, Common, Draconic, Infernal
AC: 26 (-1 size, +17 natural), touch 9, flat-footed 26
Hit Dice: 14d12+56 (147 hp); DR: 5/magic
Fort +15, Ref +9, Will +11
Speed: 60 ft., fly 150 ft. (average)
Space: 10 ft./10 ft.
Base Attack +15; Grapple +23
Attack: 1 bite +18, 2 claws +13, 2 wings +13, 1 tail slap +13
Damage: 1 bite 2d6+4, 2 claws 1d8+2, 2 wings 1d6, 1 tail slap 1d8
Special Attacks/Actions: Breath weapon 8d6 (23)
Abilities: Str 19, Dex 10, Con 23, Int 16, Wis 17, Cha 24
Special Qualities: Immunity to acid, fire and disease, arcane sight, true strike, Immunity to cold and nonlethal damage
Feats: #Feats: 5
Skills: Skill points: 48
Advancement: 16-17 HD (Large)
Climate/Terrain: Any land and underground (Clockwork Nirvana of Mechanus)
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 axial dragon has one type of breath weapon, a cone of force. A creature within the cone may make a Fortitude save to take half damage.
Spell-like Abilities: 3/day - arcane sight, true strike.
Skills: Spellcraft is considered a class skill for axial dragons. Axial dragons receive a +4 racial bonus on all Sense Motive checks.
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.