Dzalmus, Great Wyrm (CR 23)
Huge Dragon (Air)
Alignment: Chaotic evil
Initiative: +0; Senses: darkvision 60 ft. and low-light vision
AC: 44 (-2 size, 36 natural), touch 8, flat-footed 44
Hit Dice: 37d12+296 (536 hp); DR: 20/magic
Fort +21, Ref +28, Will +24
Speed: 60 ft., fly 250 ft. (clumsy)
Space: 20 ft./10 ft.
Base Attack +34; Grapple +56
Attack: 1 bite +28, 2 claws +23, 2 wings +23, 1 tail slap +23, 1 crush +23
Damage: 1 bite 2d8+11, 2 claws 2d6+5, 2 wings 1d8, 1 tail slap 2d6, 1 crush 2d8
Special Attacks/Actions: Breath weapon 12d8 (36)
Abilities: Str 33, Dex 10, Con 27, Int 28, Wis 27, Cha 24
Special Qualities: Camouflage, immunity to enchantment, pass without trace, fog cloud, slow, chain lightning, whirlwind, storm of vengeance, Frightful Presence DC35, SR 31
Feats: #Feats: 13
Skills: Skill points: 339
Advancement: 38+ HD
Climate/Terrain: The Hordelands
Organization: Solitary (with humanoid companions)
Treasure: Triple Standard
Breath Weapon (Su): A dzalmus has one type of breath weapon: a cone of vampiric life-draining gas. Every creature within the area of the gas must succeed on a Fortitude save or take 1 point of Constitution damage per age category of the dragon. The victim must then succeed on a second save at the same DC 1 minute later or take the same amount of damage. Any of the dzalmus's three heads may use this attack, but only one can breath per round. Once the dzalmus uses its breath weapon, none of the heads can do so again until 1d4 rounds later.
Spell-Like Abilities: At will - pass without trace, fog cloud, slow; 3/day - chain lightning, whirlwind, storm of vengeance.
Skills: *A dzalmus gains a +10 on Hide checks in grassland environments.
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).