Dragon, Steel Young (CR 4)

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: 19 (+9 natural), touch 10, flat-footed 19
Hit Dice: 10d12+20 (85 hp)
Fort +9, Ref +7, Will +8
Speed: 60 ft., fly 200 ft. (poor), swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +12
Attack: 1 bite +12, 2 claws +7, 2 wings +7
Damage: 1 bite 1d8+2, 2 claws 1d6+1, 2 wings 1d4
Special Attacks/Actions: Breath weapon 3d6 (17)
Abilities: Str 15, Dex 10, Con 15, Int 14, Wis 13, Cha 14
Special Qualities: Polymorph, poison resistance, Minor arcane shield, Moderate arcane shield, CL 5th, SR 20, Fear aura (DC 14)
Feats: #Feats: 4
Skills:
Class Skills: Bluff, Craft, Disguise, Profession, and Skill points: 26
Advancement: 11-12 HD (Medium)
Climate/Terrain: Any city (rarely any hill, plain, or forest)
Organization: Solitary (with humanoid companions) or clutch (2-5)
Treasure: Standard

Source: Dragons of Faerûn

Combat

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.

Air Subtype

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).