Dragon, Cobalt Wyrmling (CR 3)
AC: 18(+2 size, +6 natural), touch 12, flat-footed 18
Hit Dice: 5d12+5 (37 hp)
Fort +6, Ref +4, Will +5
Speed: 40 ft. , fly 100 ft. (average)
Space: 2 1/2 ft./5 ft.
Base Attack +7; Grapple +11
Attack: 1 bite +9, 2 claws +4, 2 wings +4
Damage: 1 bite 1d4+2, 2 claws 1d3+1, 2 wings -
Special Attacks/Actions: Breath weapon 2d4 (13)
Abilities: Str 15, Dex 10, Con 13, Int 12, Wis 13, Cha 12
Special Qualities: Immunity to electricity, water breathing
Feats: #Feats: 2
Class Skills: Craft (trapmaking), Hide, Skill points: 11, and and Jump
Advancement: 6-7 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 nonprecious metals. Like blindsense, opponents the dragon can't actually see still have total concealment against the dragon.
Skills: Craft (trapmaking), Hide, and Jump are considered class skills for cobalt dragons.
Cobalt dragons attempt to dominate every creature they encounter. These creatures are so diabolical that other ferrous dragons avoid them. Cobalt dragons only gather together to mate or when called to meetings by their clan leaders or the cobalt sovereign.
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).