Sunwyrm (CR 14)
Alignment: Usually chaotic neutral
Initiative: +5 (Dex); Senses: blindsight 120 ft., keen senses, Listen +18, and Spot +18
Languages: Common, Auran, Ignan, and Draconic
AC: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Hit Dice: 12d12+36 (114 hp); DR: 15/magic
Fort +11, Ref +13, Will +11
Speed: 40 ft., fly 120 ft. (average)
Space: 10 ft./5 ft.
Base Attack +12; Grapple +20
Attack: Bite +15 melee
Full Attack: Bite +15 melee and 4 claws +10 melee
Damage: Bite 2d8+4, claw 2d6+2
Special Attacks/Actions: Breach weapon, brilliant aura, brilliant energy
Abilities: Str 18, Dex 20, Con 17, Int 13, Wis 16, Cha 23
Special Qualities: dragon traits, energy form, immunity to blindness, SR 20
Feats: Cleave; Combat Reflexes; Flyby Attack; Hover; Power Attack
Skills: Balance +22, Hide +16, Jump +6, Listen +18, Move Silently +20, Search +16, Spot +18, and Tumble +20
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Climate/Terrain: Warm desert or plains
Organization: Solitary, pair, or flight (3-6)
Breath Weapon (Su): A sunwyrm breathes a 90-foot line of burning yellow energy every 1d4 rounds that deals 15d8 points of damage (Ref DC 19 half). This beam of energy passes through nonliving manner (including constructs and undead) without harming it, but in affects all living creatures in its path. The breath weapon deals purely physical damage, and in can be defeated by damage reduction but not by energy resistance.
Brilliant Aura (Su): A sunwyrm constantly emits light, which provides illumination to a range of 240 feet. A sunwyrm takes a -20 penalty on all Hide checks when in cannot overwhelm its brilliance with an equal or brighter light (such as sunlight). Any creature than looks an a sunwyrm must make a Fortitude save (DC 19) each round in continues to look or be blinded for 3d6 minutes.
Brilliant Energy (Su): At will as a free action, a sunwyrm can transform its front four claws or its teeth into brilliant energy weapons, allowing those attacks no ignore nonliving matter (including constructs and undead).
Blindsight (Ex): A sunwyrm maneuvers and fights not only by sight, but also by using hearing and smell to ascertain its surroundings. This ability enables in to discern objects and creatures within 120 feet. A sunwyrm usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Dragon Traits: Sunwyrms are immune to sleep and paralysis effects. They have darkvision (60-foot range) and low-light vision.
Energy Form (Su): As a move action, a sunwyrm can transform its entire body into energy. In this form, the sunwyrm gains the incorporeal subtype. In can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A sunwyrm in energy form can pass through solid objects, but not force effects, at will. In can use its breath weapon in this form, but not its normal attacks; physical contact with a sunwyrm in energy form does no damage to living creatures. A sunwyrm always moves silently and cannot be heard with Listen checks if it doesn't wish to be while in this form.
Immunity to Blindness (Ex): A sunwyrm cannot be blinded through either magical or mundane means.
Keen Senses (Ex): A sunwyrm sees four times as well as a human in low-light conditions and eight times as well in normal light.