Dragon, Gold Great Wyrm (CR 26)
AC: 42 (-8 size, +40 natural), touch 2, flat-footed 42
Hit Dice: 41d12+451 (717 hp); DR: 20/magic
Fort +33, Ref +22, Will +33
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft.
Space: 30 ft./20 ft. (30 ft. with bite)
Base Attack +41; Grapple +75
Attack: 1 Bite +51, 2 claws +46, 2 wings +46, 1 Tail Slap +46, 1 crush +46, 1 Tail sweep +46 melee; Breath +51 ranged
Damage: 1 bite 4d8+18, 2 claws 4d6+9, 2 wings 2d8+9, 1 tail slap 4d6+27, 1 crush 4d8+27, 1 tail sweep 2d8+27, Breath weapon 24d10 (41)
Special Attacks/Actions: Breath Weapon, fear (DC 41), SR 33
Abilities: Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32
Special Qualities: Foresight, Sunburst, Geas/quest, detect gems, Luck bonus, Bless, Fire subtype, water breathing, polymorph self, CL 15 *Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells
Feats: #Feats: 14
Skills: Skill points: 457 and plus Jump 41
Advancement: 42+ HD (Colossal)
Climate/Terrain: Any land and underground
Organization: Solitary or clutch (2-5)
Treasure/Possessions: Double Standard
Breath Weapon (Su): A gold dragon has two forms of breath weapon, a cone of fire (24d10 damage, Reflex save for half damage DC 41) or a cone of weakening gas. Creatures within the latter must succeed at a Fortitude save (DC 41) or take 12 points of temporary Strength damage. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. If the dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Alternate Form(Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. A dragon can remain in its animal or humanoid form until it wishes to assume a new one or return to its natural form. A true seeing spell or ability reveals the creature's natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have fewer HD than the dragon (41).
A potentially affected creature that succeeds at a Will save (DC 41) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Dragons ignore the frightful presence of other dragons.
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.