Dragon, Bronze Great Wyrm (CR 24)
Gargantuan Dragon (Water)
Alignment: Always Lawful Good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 44 (-4 size, +38 natural), touch 6, flat-footed 44
Hit Dice: 39d12+312 (565 hp); DR: 20/magic
Fort +29, Ref +21, Will +29
Speed: 40 ft., fly 200 ft., (clumsy), swim 60 ft.
Space: 20 ft./15 ft. (20 ft. with bite)
Base Attack +39; Grapple +65
Attack: 1 Bite +49, 2 claws +44, 2 wings +44, 1 Tail Slap +44, 1 crush +44, 1 Tail sweep +44 melee; Breath +49 ranged
Damage: 1 bite 4d6+14, 2 claws 2d8+7, 2 wings 2d6+7, 1 tail slap 2d8+21, 1 crush 4d6+21, 1 tail sweep 2d6+21, Breath weapon 24d6 (37)
Special Attacks/Actions: Breath Weapon, fear (DC 37), SR 31
Abilities: Str 39, Dex 10, Con 27, Int 26, Wis 27, Cha 26
Special Qualities: Control weather, Control water, Detect thoughts, Create food and water, fog cloud, Electricity immunity, water breathing, speak with animals, Polymorph self , CL 19. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Feats: #Feats: 14
Skills: Skill points: 318
Advancement: 40+ HD (Gargantuan)
Climate/Terrain: Temperate and warm aquatic and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure: Double Standard
Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning (24d6 damage Reflex save for half damage DC 37) or a cone of repulsion gas. Creatures within the cone must succeed at a Will save (DC 37) or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 12 rounds. This is a mind-influencing compulsion enchantment. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.
Alternate Form(Su): A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. A dragon can remain in its animal or humanoid form until it wishes to assume a new one or return to its natural form. A true seeing spell or ability reveals the creature's natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have fewer HD than the dragon (39).
A potentially affected creature that succeeds at a Will save (DC 37) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Dragons ignore the frightful presence of other dragons.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.