Dragon, Obsidian Wyrmling (CR 3)

Small Dragon (Fire)
Alignment: Always neutral evil
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic


AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Hit Dice: 7d12+7 (52 hp)
Fort +6, Ref +5, Will +4
Speed: 40 ft., fly 100 ft. (average), burrow 20 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +4
Attack: 1 bite +9, 2 claws +4, 2 wings +4
Damage: 1 bite 1d8+1, 2 claws 1d6, 2 wings 1d4
Special Attacks/Actions: Breath weapon 2d10 (14)
Abilities: Str 13, Dex 10, Con 13, Int 15, Wis 9, Cha 8
Special Qualities: Fire subtype, planar travel, SR -, Fear aura (DC -)
Feats: #Feats: 3
Skills: Skill points: 20
Advancement: 8-9 HD (Small)
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

Source: Web

Combat

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.

Fire Subtype

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.