Dragon, Fang Young Adult (CR 8)
Large Dragon (Air)
Alignment: Always Chaotic Neutral
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Hit Dice: 15d12+45 (142 hp); DR: 5/magic
Fort +12, Ref +9, Will +12
Speed: 60 ft., fly 120 ft. (poor)
Space: 10 ft./5 ft. (10 ft. with bite)
Base Attack +15; Grapple +24
Attack: 1 Bite +19, 2 claws +14, 2 wings +14, 1 Tail Slap +14 melee
Damage: 1 bite 2d6+4, 2 claws 1d8+2, 2 wings 1d6+2, 1 tail slap 1d8+6, Ability drain (bite) 1d6 (18)
Special Attacks/Actions: Ability drain, fear (DC 18), SR 18
Abilities: Str 21, Dex 10, Con 17, Int 12, Wis 17, Cha 12
Special Qualities: Increased damage, trip sound imitation, detect magic, read magic, shield, dispel magic 1st level caster Can also cast cleric spells and those from the Chaos, Death, Magic and Protection domains as arcane spells.
Feats: #Feats: 6
Skills: Skill points: 21
Advancement: 16-17 HD (Large)
Climate/Terrain: Temperate mountains
Organization: Solitary or clutch (2-5)
Treasure: Double Standard
Ability Drain (Su): A fang dragon does not have a breath weapon, but its bite permanently drains Constitution by 1d6 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 (see Chapter 5 of the Player's Handbook). 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).