Dragon, Elysian 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: Draconic


AC: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Hit Dice: 4d12+4 (30 hp)
Fort +5, Ref +4, Will +4
Speed: 20 ft., climb 20 ft., fly 50 ft. (good)
Space: 2 1/2 ft./5 ft.
Base Attack +4; Grapple -4
Attack: 1 bite +6, 2 claws +1, 2 wings +1
Damage: 1 bite 1d4+0, 2 claws 1d3+0, 2 wings -
Special Attacks/Actions: Breath weapon 1d6 (13)
Abilities: Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Special Qualities: Immunities
Feats: #Feats: 2
Skills: Skill points: 6
Advancement: 5-6 HD
Climate/Terrain: The Blessed Fields of Elysium
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: Half Standard

Source: Dragon #344

Combat

Breath Weapon (Su): An Elysian dragon has two kinds of breath weapons, a line of sonic energy and a cone of inebriation gas. Creatures caught in the line of sonic energy receive a Reflex save for half damage.

Creatures within the cone of inebriating gas must succeed on a Fortitude save or be sickened for in minutes per age category of the dragon. While under this sickened effect, affected creatures become upbeat and happy, gaining a +1 bonus on saves versus fear effects. Creatures immune to poison are immune to this breath weapon. Some say that the release of the inebriation gas sounds suspiciously like a belch.

Immunities (Ex): An Elysian dragon is immune to poison and to sonic damage.

Shrink (Su): At will, an Elysian dragon can reduce its body size by up to three size categories (though no smaller than Fine). The Elysian dragon retains its shape; it is just a smaller version of itself. The change in size lasts as long as the dragon wishes. Changing size (either shrinking or returning to its normal size) takes 1 round per size category of change. An Elysian dragon's statistics do not change while in a smaller form, with the following exceptions: The damage and type of natural attacks changes to match its new size. The area of effect for its breath weapon changes to match its new size.

Extraplanar Subtype

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.