Dragon, Ectoplasmic Wyrmling (CR 5)

Medium Dragon (Fire)
Alignment: Always chaotic neutral
Initiative: +2 (Dex); Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic


AC: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Hit Dice: 8d12+24 (76 hp)
Fort +9, Ref +8, Will +7
Speed: 40 ft., fly 150 ft. (poor), swim 80 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +11
Attack: 1 bite +11, 2 claws +6, 2 wings +6
Damage: 1 bite 1d8+3, 2 claws 1d6+1, 2 wings 1d4
Special Attacks/Actions: Breath weapon 2d8 (14)
Abilities: Str 17, Dex 14, Con 17, Int 14, Wis 13, Cha 11
Special Qualities: Planar travel, ectoplasm immunity, SR 12, Fear aura (DC -)
Feats: #Feats: 3
Skills: Skill points: 22
Advancement: 9-10 HD
Climate/Terrain: Demiplane of Ectoplasm, Astral Plane, 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: Double standard

Source: Web

An ectoplasmic dragon has completely smooth skin; it lacks scales entirely. When first hatched, its skin is milky white with hints of pale blue and silver at the folds and around the eyes and head. As the dragon ages, these highlights become more pronounced until the dragon reaches the wyrm stage, when its hide achieves a mirrorlike sheen.

Ectoplasmic dragons are rarely seen since they are just beginning to emerge from the hatchery created on the Demiplane of Ectoplasm. Once they leave the demiplane, they rarely return. They instead choose to make their lairs on one of the chunks of debris found on the Astral Plane, though many travel to the Material Plane to seek treasure or a meal.

Combat

Ectoplasmic dragons are very erratic concerning combat. They all defend themselves when attacked, but whether they initiate combat depends on the individual's mood at the moment. An encounter with an ectoplasmic dragon can result in the dragon paying no attention to the party, having a spirited discussion over the latest battle on the Material Plane, or being attacked with complete abandon because someone was wearing pink. It is best to tread lightly around these unpredictable beings.

Breath Weapon (Su): An ectoplasmic dragon has one breath weapon: a burst of whitefire. The radius and range of the breath weapon are listed in the chart. They spit out a glob of raw ectoplasm that explodes upon reaching the desired range.

Dragon Size*Maximum RangeRadius
Tiny*30 feet5 feet
Small*40 feet10 feet
Medium60 feet15 feet
Large80 feet20 feet
Huge100 feet25 feet
Gargantuan120 feet30 feet
Colossal140 feet35 feet

* Though ectoplasmic dragons cannot be smaller than Medium, these sizes were included for completeness.

Planar Travel (Su): Ectoplasmic dragons have the innate ability to pass instantly between the Material Plane and the Astral Plane as a standard action.

Psionics (Sp): 3/day -- chameleon, dismiss ectoplasm, ectoplasmic cocoon, negate psionics; 2/day -- energy barrier; 1/day -- catapsi, mass cocoon. Manifester level varies by age; save DC 10 + dragon's Intelligence modifier + power level. An ectoplasmic dragon manifests powers and gains additional attack and defense modes as if it were a psion with Metacreativity as its primary discipline.

Attack/Defense Modes: Id insinuation/mental barrier.

Whitefire Aura (Su): The ectoplasmic dragon can initiate its whitefire aura once per day as a standard action. It lasts 1 round per age category of the dragon. While the aura lasts, any creature striking the dragon with a natural or a handheld weapon deals normal damage, but at the same time the attacker takes the whitefire damage listed. If the attacker makes a successful Reflex save (DC same as frightful presence), it reduces damage by half.

Ectoplasm Immunity (Ex): An ectoplasmic dragon is not effected by the dismiss ectoplasm power.

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.