Dragon, Rattlyr, Very Young (CR 3)
Small Dragon (Fire)
Alignment: Always lawful evil
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, keen senses, and tremorsense 60 ft.
Languages: Draconic, Common, and various regional tongues
AC: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Hit Dice: 5d12+5 (37 hp)
Fort +5, Ref +4, Will +5
Speed: 60 ft., burrow 30 ft.
Space: 5 ft./5 ft.
Base Attack + +5; Grapple +2
Attack: 1 bite +10, 2 claws +5, 2 wings +5
Damage: 1 bite 1d8+1, 2 claws 1d6+0, 2 wings 1d4
Special Attacks/Actions: Breath weapon 2d6 (13)
Abilities: Str 13, Dex 11, Con 13, Int 12, Wis 13, Cha 10
Special Qualities: Resistance to electricity 20, immunity to fire, rattle, SR -, Fear aura (DC -)
Feats: #Feats: 2
Skills: Skill points: 11
Advancement: 10-11 HD (Medium-size)
Climate/Terrain: Warm deserts
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
Breath Weapon (Su): A rattelyr has one type of breath weapon: a cone of fire.
Rattle (Su): A rattelyr can employ the rattle on its tail as a standard action. Any non-dragon within 240 feet of the rattelyr must make a Will save (DC 10 + 1/2 the rattelyr's HD + its Cha modifier) against this sonic, mind-affecting ability or become panicked for 4d6 rounds. Those with 5 or more HD are shaken for 4d6 rounds instead. A creature that makes the Will save cannot be affected by the same dragon's rattle for one day. All creatures (including dragons) that are within range and can hear the rattle must make a DC 15 Concentration check to employ any spells or spell-like abilities for as long as the rattling noise lasts.
Hood Extension (Su): A rattelyr can extend its hood as a free action. When fully extended, the hood reflects spells as if the rattelyr were affected by spell turning (as the spell). The dragon can reflect as many levels of spells per day as it has Hit Dice.
Tremorsense (Ex): Rattelyrs can automatically sense the location of anything within 60 feet that is in contact with the ground.
Skills: Climb, Hide, Jump, and Move Silently are considered class skills for rattelyrs. They have a +8 racial bonus on Spot checks and a +8 racial bonus on Hide checks in sandy terrain or in areas of loose dirt.
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.