Dragon, Iron Great Wyrm (CR 26)
Colossal Dragon (Fire)
Alignment: Always Lawful Neutral
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 21 (-8 size, +19 natural) touch 2, flat-footed 21
Hit Dice: 40d12+400 (660 hp); DR: 20/magic
Fort +32, Ref +22, Will +32
Speed: 40 ft., burrow 40 ft., fly 200 ft. (clumsy)
Space: 80 ft./15 ft.
Base Attack +40; Grapple +74
Attack: 1 bite +50, 2 claws +45, 2 wings +45, 1 tail slap +45, 1 crush +45, 1 tail sweep +45
Damage: 1 bite 4d8+18, 2 claws 4d6+9, 2 wings 2d8, 1 tail slap 4d6, 1 crush 4d8, 1 tail sweep 2d8
Special Attacks/Actions: Breath weapon 24d10 (40)
Abilities: Str 47, Dex 10, Con 31, Int 30, Wis 31, Cha 30
Special Qualities: Alternate form, immunity to fire, vulnerability to cold, Heat metal, Stone shape, Detect thoughts, Wall of iron, Transmute rock to mud, Flesh to iron, CL 19th, SR 32, Fear aura (DC 40)
Feats: #Feats: 11
Class Skills: Disguise, Gather Information, Skill points: 406, and and Jump
Advancement: 41-42 HD
Climate/Terrain: Temperate hills and mountains
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: Triple Standard
Alternate Form (Su): An iron dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Metalsense (Ex): all ferrous dragons can sense the location and amount of any non-precious metal (precious metals include adamantine, copper, gold, mithral, platinum, and silver) within a distance of 30 feet x the dragon's age category. This makes it nearly impossible to sneak on a ferrous dragon when wearing armor or wielding weapons made of iron or other non-precious metals. Like blindsense, opponents the dragon can't actually see still have total concealment against the dragon.
Breath Weapon (Su): An iron dragon has two types of breath weapon, a cone of superheated sparks (dealing half electricity and half fire damage), and a cone of sleep gas. Creatures within a cone of sleep gas must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.
Flesh to Iron (Sp): A great wyrm iron dragon can use this ability once per day. It is similar to a flesh to stone spell, except that the victim is turned into an iron statue rather than stone. As an iron object, it is vulnerable to rust attacks, such as that of a rust monster or a rusting grasp spell. This condition can be reversed by stone to flesh and similar effects. This is the equivalent of a 7th-level spell.
Spell-like Abilities: 3/day - heat metal, detect thoughts, transmute rock to mud, wall of iron.
Skills: Disguise, Gather Information, and Jump are considered class skills for iron 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.