Dragon, Fang Wyrm (CR 19)
AC: 38 (-4 size, +32 natural), touch 6, flat-footed 38
Hit Dice: 33d12+198 (412 hp); DR: 20/magic
Fort +24, Ref +18, Will +24
Speed: 60 ft., fly 150 ft. (clumsy)
Space: 20 ft./15 ft. (20 ft. with bite)
Base Attack +33; Grapple +57
Attack: 1 Bite +41, 2 claws +36, 2 wings +36, 1 Tail Slap +36, 1 crush +36, 1 Tail sweep +36 melee
Damage: 1 bite 4d6+12, 2 claws 2d8+6, 2 wings 2d6+6, 1 tail slap 2d8+18, 1 crush 4d6+18, 1 tail sweep 2d6+18, Ability drain (bite) 2d6 (30)
Special Attacks/Actions: Ability drain, fear (DC 30), SR 29
Abilities: Str 35, Dex 10, Con 23, Int 18, Wis 23, Cha 18
Special Qualities: Increased damage, trip sound imitation, detect magic, read magic, shield, dispel magic, spell turning, telekinesis, 13th level caster, fast healing 2. Can also cast cleric spells and those from the Chaos, Death, Magic and Protection domains as arcane spells.
Feats: #Feats: 12
Skills: Skill points: 138
Advancement: 34-35 HD (Gargantuan)
Climate/Terrain: Temperate mountains
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard
Ability Drain (Su): A fang dragon does not have a breath weapon, but its bite permanently drains Constitution by 2d6 if the victim fails a Fortitude save (DC ).
Increased Damage (Ex): Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they were one size larger. This ability does not enable the dragon to use attack forms normally not allowed to a dragon of its size. Thus, a very young (Small) fang dragon deals 1d8 points of bite damage and 1d6 points of claw damage (as if it were Medium-size), but cannot make wing attacks.
Trip (Ex): A fang dragon that hits with a claw or tail attack can attempt to trip the opponent as a free action. If the attempt fails, the opponent cannot react to trip the dragon.
Sound Imitation (Ex): A fang dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.
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).