Dragon, Yellow Juvenile (CR 10)
AC: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Hit Dice: 12d12+24 (102 hp); DR: 5/magic
Fort +10, Ref +12, Will +8
Speed: 20 ft., fly 200 ft.(good), burrow 20 ft., swim 80 ft.
Space: 5 ft./5 ft.
Base Attack +12; Grapple +12
Attack: 1 bite +12, 2 claws +7, 2 wings +7
Damage: 1 bite 1d8+0, 2 claws 1d6+0, 2 wings 1d4
Special Attacks/Actions: Breath weapon 4d6 (18)
Abilities: Str 11, Dex 18, Con 15, Int 12, Wis 11, Cha 10
Special Qualities: Air mastery, water breathing, Obscuring mist, SR -
Feats: #Feats: 5
Skills: Skill points: 18
Advancement: 15-16 HD (Large)
Climate/Terrain: Temperate aquatic and coastal
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/Possessions: Triple Standard
Dragon Compendium Vol. 1
Breath Weapon (Su): A yellow dragon has one type of breath weapon, a cone of scorching air and earth.
Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.
Silence (Sp): The dragon can use this ability as the spell of the same name, a number of times per day equal to its age category.
Other Spell-like Abilities: 3/day - create/destroy water, improved invisibility, and wind wall; 1/day - wall of stone and enervation.
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).
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.