Dragon, Nickel Juvenile (CR 7)
AC: 22 (+12 natural), touch 10, flat-footed 22
Hit Dice: 13d12+26 (110)
Fort +10, Ref +8, Will +8
Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +13; Grapple +17
Attack: 1 bite +17, 2 claws +12, 2 wings +12
Damage: 1 bite 1d8+4, 2 claws 1d6+2, 2 wings 1d4
Special Attacks/Actions: Breath weapon 7d4 (18)
Abilities: Str 19, Dex 10, Con 15, Int 9, Wis 11, Cha 9
Special Qualities: Immunity to acid, water breathing, Resist energy, CL 1st
Feats: #Feats: 5
Class Skills: Bluff, Hide, Skill points: 1, and and Swim
Advancement: 14-15 HD
Climate/Terrain: Temperate and tropical marsh and swampland
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/Possessions: Triple Standard
Breath Weapon (Su): A nickel dragon has one type of breath weapon; a cone of corrosive (acid) gas.
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 nonprecious metals. Like blindsense, opponents the dragon can't actually see still have total concealment against the dragon.
Spell-Like Abilities: 3/day - resist energy.
Water Breathing (Ex): A nickel dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Skills: Bluff, Hide, and Swim are considered class skills for nickel dragons.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.