Dragon, Beast Juvenile (CR 9)
AC: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Hit Dice: 14d12+56 (147 hp); DR: 5/magic
Fort +12, Ref +9, Will +13
Speed: 40 ft., burrow 10 ft., fly 150 ft. (poor)
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 8d4 (20)
Abilities: Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18
Special Qualities: Track, immunity to cold and electricity, jump, Alternate form, SR 19
Feats: #Feats: 5
Skills: Skill points: 62
Advancement: 16-17 HD (Large)
Climate/Terrain: Any land and underground (Wilderness of the Beastlands)
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): A beast dragon has one type of breath weapon, a cone comprised of cold and electricity. The breath weapon's damage is one-half cold and one-half electricity. A creature in the area of the cone may make a Reflex save to take half the cold damage and half the electricity damage.
Track: Wyrmling beast dragons gain Track as a bonus feat.
Scent (Ex): Very young beast dragons develop the scent ability.
Alternate Form (Su): A juvenile or older beast dragon can assume any animal or magical beast form of Large-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 or magical beast. The dragon can remain in its animal or magical beast form until it chooses to assume a new one or return to its natural form.
Spell-like Abilities: 3/day - jump.
Skills: Balance, Hide, Jump, Move Silently, and Survival are considered class skills for beast dragons. Beast dragons receive a +4 racial bonus on Survival checks made to track a creature.
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.