Dragon, Battle Wyrmling (CR 3)
Tiny Dragon (Extraplanar)
Alignment: Always neutral good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Common, Draconic, and Celestial
AC: 17 (+2 size, +5 natural), touch 12, flat-footed 17
Hit Dice: 5d12+10 (43 hp)
Fort +6, Ref +4, Will +4
Speed: 40 ft., fly 100 ft. (average)
Space: 2 1/2 ft./5 ft.
Base Attack +5; Grapple -2
Attack: 1 bite +8, 2 claws +3, 2 wings +3
Damage: 1 bite 1d4+1, 2 claws 1d3+0, 2 wings -
Special Attacks/Actions: Breath weapon 2d6 (14)
Abilities: Str 13, Dex 10, Con 15, Int 10, Wis 11, Cha 12
Special Qualities: Immunity to sonic, SR -
Feats: #Feats: 2
Skills: Skill points: 6
Advancement: 6-7 HD (medium)
Climate/Terrain: Any land and underground (Ysgard)
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): A battle dragon has two types of breath weapon, a cone of sonic energy and a cone of fear gas. Creatures within the cone of fear gas must succeed on a Will save or become shaken for 4d6 rounds. Multiple exposures are not cumulative, but if an affected creature is already shaken (for instance, from the dragon's frightful presence), it becomes frightened instead.
Inspire Courage (Su): Once per day, an adult or older battle dragon can inspire courage in itself and its allies, granting them a +2 morale bonus on saving throws against charm or fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. This is identical with the bardic ability of the same name, and requires the dragon to speak, sing, or roar for 1 full round.
Spell-like Abilities: 3/day - aid, protection from evil; 1/day - heroes' feast, shield other.
Skills: Perform is a class skill for battle dragons. Their preferred modes of performance include oratory and singing.
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.