Dragon, Steel Juvenile (CR 5)
Medium Dragon (Air)
Alignment: Usually lawful neutral, often lawful good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic, Common
AC: 22 (+12 natural), touch 10, flat-footed 22
Hit Dice: 13d12+26 (110 hp)
Fort +10, Ref +8, Will +10
Speed: 60 ft., fly 200 ft. (poor), swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +13; Grapple +16
Attack: 1 bite +16, 2 claws +11, 2 wings +11, 1 tail slap +11
Damage: 1 bite 1d8+3, 2 claws 1d6+1, 2 wings 1d4, 1 tail slap -
Special Attacks/Actions: Breath weapon 4d6 (18)
Abilities: Str 17, Dex 10, Con 15, Int 16, Wis 15, Cha 14
Special Qualities: Polymorph, poison resistance, Minor arcane shield, Moderate arcane shield, Enthrall, CL 7th, SR 22, Fear aura (DC 16)
Feats: #Feats: 5
Class Skills: Bluff, Craft, Disguise, Profession, and Skill points: 45
Advancement: 14-15 HD (Medium)
Climate/Terrain: Any city (rarely any hill, plain, or forest)
Organization: Solitary (with humanoid companions)
Dragons of Faerûn
Breath Weapon (Su): A steel dragon has two kinds of breath weapons: a line of acid and a cone of poisonous gas. Every creature within the area of the poisonous gas must succeed on a Fortitude save or take 1 point of Constitution damage per age category of the dragon. It must then succeed on a second save at the same DC 1 minute later or take the same amount of damage.
Minor Arcane Shield (Su): A steel dragon's spell resistance against 1st- and 2nd-level arcane spells is higher than normal by +10.
Moderate Arcane Shield (Su): A steel dragon's spell resistance against 3rd- and 4th-level arcane spells is higher than normal by +10.
Poison Resistance (Ex): A steel dragon gets a +10 racial bonus on all Fortitude saving throws against poison.
Spell-Like Abilities: 5/day -- polymorph; 1/day -- charm person, enthrall, mass charm, mass suggestion, suggestion.
Skills: Bluff, Craft (any), and Profession (any) are considered class skills for steel dragons.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).