Dragon, Obsidian Juvenile (CR 9)
Large Dragon (Fire)
Alignment: Always neutral evil
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Hit Dice: 16d12+48 (152 hp)
Fort +13, Ref +10, Will +11
Speed: 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 20 ft.
Space: 10 ft./5 ft. (10 ft. with bite)
Base Attack +16; Grapple +24
Attack: 1 bite +19, 2 claws +14, 2 wings +14, 1 tail slap +14
Damage: 1 bite 2d6+4, 2 claws 1d8+2, 2 wings 1d6, 1 tail slap 1d8
Special Attacks/Actions: Breath weapon 8d10 (21)
Abilities: Str 19, Dex 10, Con 17, Int 21, Wis 13, Cha 12
Special Qualities: Fire subtype, planar travel, Firefall, Biofeedback, SR -, Fear aura (DC -), Manifester level 3
Feats: #Feats: 6
Skills: Skill points: 86
Advancement: 17-18 HD (Large)
Climate/Terrain: Inner Planes, warm mountains, underground
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: Double standard
Fire Subtype (Ex): An obsidian dragon is immune to fire but takes double damage from cold, except on a successful save.
Breath Weapon (Su): An obsidian dragon has one breath weapon: a cone of fire.
Planar Travel (Su): Obsidian dragons have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes.
Psionics (Sp): 3/day -- biofeedback, burning ray, ectoplasmic armor, firefall, flaming shroud, plane shift, wall of ectoplasm, whitefire; 1/day -- genesis, mind store. Manifester level varies by age; save DC d20 + appropriate ability modifier + power level.
Attack/Defense Modes: mind thrust/thought shield. An obsidian dragon manifests powers and gains additional attack and defense modes as if it were a psion with Metacreativity as its primary discipline.
Skills: An obsidian dragon has the Appraise skill for free at 1 rank per Hit Die.
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.