Dragon, Bronze Old (CR 18)

Huge Dragon (Water)
Alignment: Always Lawful Good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic


AC: 34 (-2 size, +26 natural), touch 8, flat-footed 34
Hit Dice: 27d12+162 (337 hp); DR: 10/magic
Fort +21, Ref +15, Will +21
Speed: 40 ft., fly 150 ft. (poor), swim 60 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +27; Grapple +45
Attack: 1 Bite +35, 2 claws +30, 2 wings +30, 1 Tail Slap +30, 1 crush +30 melee; Breath +35 ranged
Damage: 1 bite 2d8+10, 2 claws 2d6+5, 2 wings 1d8+5, 1 tail slap 2d6+15, 1 crush 2d8+15, Breath weapon 16d6 (29)
Special Attacks/Actions: Breath Weapon, fear (DC 29), SR 25
Abilities: Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22
Special Qualities: Detect thoughts, Create food and water, fog cloud, Electricity immunity, water breathing, speak with animals, Polymorph self , CL 11. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Feats: #Feats: 10
Skills: Skill points: 168
Advancement: 28-29 HD (Huge)
Climate/Terrain: Temperate and warm aquatic and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard

Source: Monster Manual

Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning (16d6 damage Reflex save for half damage DC 29) or a cone of repulsion gas. Creatures within the cone must succeed at a Will save (DC 29) or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 8 rounds. This is a mind-influencing compulsion enchantment. 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.

Alternate Form(Su): A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. A dragon can remain in its animal or humanoid form until it wishes to assume a new one or return to its natural form. A true seeing spell or ability reveals the creature's natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 240 feet are subject to the effect if they have fewer HD than the dragon (27).

A potentially affected creature that succeeds at a Will save (DC 29) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Dragons ignore the frightful presence of other dragons.

Water Subtype

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.