Dragon, Concordant Wyrmling (CR 3)

Tiny Dragon (Extraplanar)
Alignment: Always neutral
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Common, Draconic, Rilmani


AC: 17 (+2 size, +5 natural), touch 12, flat-footed 17
Hit Dice: 5d12 (32 hp)
Fort +4, Ref +4, Will +5
Speed: 60 ft., fly 50 ft. (perfect)
Space: 2 1/2 ft./5 ft.
Base Attack +6; Grapple +3
Attack: 1 bite +7, 2 claws +2, 2 wings +2
Damage: 1 bite 1d4+0, 2 claws 1d3+0, 2 wings -
Special Attacks/Actions: Breath weapon 2d4 (12)
Abilities: Str 10, Dex 11, Con 10, Int 15, Wis 12, Cha 11
Special Qualities: Immune to poison, detect chaos/evil/good/law, SR 13
Feats: #Feats: 2
Skills: Skill points: 16
Advancement: 6-7 HD (medium)
Climate/Terrain: Any land and underground (Concordant Domain)
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

Source: Dragon #321

Breath Weapon (Su): Concordant dragon has one type of breath weapon, a line of antithetical energy. Any creature hit by this breath takes a certain kind of damage depending on how its alignment varies from neutral, suffering the listed breath weapon damage for each step away from neutral. Thus, a lawful good creature struck by a wyrmling takes 4d4 points of damage. Creatures with one neutral aspect to their alignment struck by a wyrmling's breath weapon take only 2d4 points of damage, while neutral creatures take no damage from the breath. A creature in the line may make a Will save to take half damage.

Spell-like Abilities: At will - detect chaos, detect evil, detect good, detect law.

Skill: A concordant dragon has a +8 racial bonus on sense Motive checks.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.