Dragon, Cobalt Juvenile (CR 10)
AC: 25(+15 natural), touch 10, flat-footed 25
Hit Dice: 14d12+28 (119 hp)
Fort +11, Ref +9, Will +11
Speed: 40 ft., fly 150 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +16; Grapple +30
Attack: 1 bite +19, 2 claws +14, 2 wings +14
Damage: 1 bite 1d8+5, 2 claws 1d6+2, 2 wings 1d4
Special Attacks/Actions: Breath weapon 7d4 (19)
Abilities: Str 21, Dex 10, Con 15, Int 14, Wis 15, Cha 14
Special Qualities: Immunity to electricity, water breathing, Entangle, CL 1st
Feats: #Feats: 5
Class Skills: Craft (trapmaking), Hide, Skill points: 34, and and Jump
Advancement: 15-16 HD
Climate/Terrain: Temperate or tropical forests and underground.
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 cobalt dragon has one type of breath weapon, a line of pulsing magnetic energy. Creatures within the area take force damage (Reflex half). Additionally, creatures within the area are considered bullrushed by the dragon (with a check result equal to the damage dealt). A cobalt dragon has immunity to the breath weapons of other cobalt dragons.
Metalsense (Ex): all ferrous dragons can sense the location and amount of any non-precious metal (precious metals include adamantine, copper, gold, mithral, platinum, and silver) within a distance of 30 feet x the dragon's age category. This makes it nearly impossible to sneak on a ferrous dragon when wearing armor or wielding weapons made of iron or other nonprecious metals. Like blindsense, opponents the dragon can't actually see still have total concealment against the dragon.
Spell-like Abilities: 3/day - entangle.
Water Breathing (Ex): A cobalt dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Skills: Craft (trapmaking), Hide, and Jump are considered class skills for cobalt dragons.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).