Dragon, Mercury Wyrm (CR 4)
Small Dragon (Fire)
Alignment: Always chaotic good
Initiative: +2 (Dex); Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 18 (+1 size, +5 natural, +2 Dex), touch 13, flat-footed 16
Hit Dice: 6d12+6 (45 hp)
Fort +6, Ref +7, Will +5
Speed: 60 ft., fly 150 ft. (average)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +3
Attack: 1 bite +15, 2 claws +10, 2 wings +10, 1 tail slap +10
Full Attack: 1 bite +15, 2 claws +10, 2 wings +10, 1 tail slap +10
Damage: 1 bite 1d8+1, 2 claws 1d6+0, 2 wings 1d4
Special Attacks/Actions: Breath weapon 2d8 (14)
Abilities: Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10
Special Qualities: Fire subtype, brilliance,
Feats: #Feats: 3
Class Skills: Balance, Escape Artist, Jump, Skill points: 6, and Tumble
Advancement: 7-8 HD (Small)
Climate/Terrain: Temperate and warm mountain and underground
Organization: Solitary or clutch (2-5)
Treasure: Triple standard
Dragons of Faerûn
Breath Weapon (Su): A mercury dragon's breath weapon is a line of intense light that burns whatever it touches, dealing fire damage.
Brilliance (Ex): As a standard action, a mercury dragon can use the mirror-bright membranes of its wings to reflect and concentrate available light into a beam of dazzling brightness. To use this power, the dragon needs light as bright as an overcast day or clear, moonlight night. Torchlight or candle light is insufficient.
The power creates a thin beam the dragon can aim at a single target within 30 feet per age category of the dragon. The target is blinded for 1d4+1 rounds unless it makes a Reflex save (DC 10 + 1/2 the dragon's Hit Dice, + the dragon's Dexterity modifier). If not using this technique as a weapon, the dragon can create a cone of light as bright as a daylight spell up to 60 feet long per age category of the dragon. The cone lasts 3 rounds.
Alternate Form (Su): A mercury dragon of adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action three times a day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can assume only the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its normal form.
Fire Subtype (Ex): Fire immunity, +50% damage from cold.
Protected Sight (Ex): A mercury dragon is immune to any effect that would blind or dazzle it. It also gains +3 racial bonus on saving throws against any light or pattern effect.
Spell-Like Abilities: At will -- gaze screen*; 3/day -- mirror image; 2/day -- telekinesis; 1/day -- project image.
Skills: These skills are available to mercury dragons at 1 skill point per rank: Bluff, Disguise, Sense Motive, and Survival. Mercury dragons have the Jump skill for free at 1 rank per Hit Die. These are in addition to the skills noted in the dragon entry in the Monster Manual.
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.