Dragon, Topaz Juvenile (CR 9)
Large Dragon (Water)
Alignment: Always chaotic neutral
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Hit Dice: 16d12+48 (152 hp)
Fort +13, Ref +10, Will +14
Speed: 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 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 melee; Breath +19 ranged
Damage: 1 bite 2d6+4, 2 claws 1d8+2, 2 wings 1d6+2, 1 tail slap 1d8+6, Breath weapon 8d8 (21)
Special Attacks/Actions: Breath Weapon 8d8 (21)
Abilities: Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18
Special Qualities: Cold immunity, water breathing, feather fall
Feats: #Feats: 6
Skills: Skill points: 70
Advancement: 17-18 HD (Large)
Climate/Terrain: Inner Planes, any aquatic
Organization: Solitary or clutch (2-5)
Treasure: Double Standard
Monster Manual II
Breath Weapon (Su): A topaz dragon breathes a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Each creature within the cone takes the indicated damage (8d8), or half that amount with a successful Reflex save (DC 21). Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.
Dragons ignore the frightful presence of other dragons.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.