Dragon, Cobalt Very young (CR 5)
AC: 19(+1 size, +8 natural), touch 11, flat-footed 19
Hit Dice: 8d12+8 (60 hp)
Fort +7, Ref +6, Will +7
Speed: 40 ft., fly 100 ft. (average)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +20
Attack: 1 bite +12, 2 claws +7, 2 wings +7
Damage: 1 bite 1d4+3, 2 claws 1d3+1, 2 wings -
Special Attacks/Actions: Breath weapon 4d4 (15)
Abilities: Str 17, Dex 10, Con 13, Int 12, Wis 13, Cha 12
Special Qualities: Immunity to electricity, water breathing
Feats: #Feats: 3
Class Skills: Craft (trapmaking), Hide, Skill points: 14, and and Jump
Advancement: 9-10 HD
Climate/Terrain: Temperate or tropical forests and underground.
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
Breath Weapon (Su): A cobalt dragon has one type of breath weapon, a line of pulsing magnetic energy. Creatures within the area take force damage (Reflex half). Additionally, creatures within the area are considered bullrushed by the dragon (with a check result equal to the damage dealt). A cobalt dragon has immunity to the breath weapons of other cobalt dragons.
Metalsense (Ex): all ferrous dragons can sense the location and amount of any non-precious metal (precious metals include adamantine, copper, gold, mithral, platinum, and silver) within a distance of 30 feet x the dragon's age category. This makes it nearly impossible to sneak on a ferrous dragon when wearing armor or wielding weapons made of iron or other non-precious metals. Like blindsense, opponents the dragon can't actually see still have total concealment against the dragon.
Water Breathing (Ex): A cobalt dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Skills: Craft (trapmaking), Hide, and Jump are considered class skills for cobalt dragons.
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).