Dragon, Brass Very Young (CR 3)
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Hit Dice: 7d12+7 (52 hp)
Fort +6, Ref +5, Will +5
Speed: 60 ft., fly 150 ft. (average), burrow 30 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +4
Attack: 1 Bite +9, 2 claws +4 melee; Breath +9 ranged
Damage: 1 bite 1d6+1, 2 claws 1d4+0, Breath weapon 2d6 (14)
Special Attacks/Actions: Breath weapon
Abilities: Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Special Qualities: Fire subtype, speak with animals
Feats: #Feats: 3
Skills: Skill points: 6
Advancement: 8-9 HD (Small)
Climate/Terrain: Temperate and warm desert, plains, and underground
Organization: Solitary or clutch (2-5)
Treasure/Possessions: Double Standard
A pair of mated dragons beyond the mature adult stage usually splits up, independence and the lust for treasure driving them apart. Older females continue to mate and lay eggs, but only one parent stays in the lair to raise young. Often an older female lays many clutches of eggs, keeping one to tend herself and one for her mate, and leaving the rest untended. Sometimes a female dragon places an egg or wyrmling with non-draconic foster parents.
Dragon Overland Movement
Dragons are exceedingly strong flyers and can cover vast distances quickly. Dragons do not tire as quickly as other creatures when moving overland. If a dragon attempts a hustle or forced march (see Overland Movement), check for subdual damage once every 2 hours instead of every hour.
Breath Weapon (Su): A brass dragon has two types of breath weapon, a line of fire (2d6 damage Reflex save for half damage DC 14) or a cone of sleep. Creatures within the cone must succeed at a Will save (DC 14) or fall asleep, regardless of HD, for 1d6 rounds plus 2 rounds. 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.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.