Dragon, Oceanus Juvenile (CR 9)
AC: 25 (-2 size, +17 natural), touch 8, flat-footed 25
Hit Dice: 16d12+64 (168 hp); DR: 5/magic
Fort +14, Ref +10, Will +11
Speed: 40 ft., fly 100 ft. (poor), swim 60 ft.
Space: 10 ft./10 ft.
Base Attack +16; Grapple +29
Attack: 1 bite +24, 2 claws +19, 2 wings +19, 1 tail slap +19
Damage: 1 bite 2d6+9, 2 claws 1d8+4, 2 wings 1d6, 1 tail slap 1d8
Special Attacks/Actions: Breath weapon 8d8 (22)
Abilities: Str 29, Dex 10, Con 19, Int 12, Wis 13, Cha 12
Special Qualities: Amphibious, immune to electricity, detect evil, control water, SR -
Feats: #Feats: 6
Skills: Skill points: 22
Advancement: 17-18 HD (Large)
Climate/Terrain: Any land and underground (Any Upper Plane)
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): An Oceanus dragon has two types of breath weapon, a line of lightning or a cone of tranquility gas. Creatures within the cone must succeed on a Will save or become dazed for 1d6 rounds plus 1 round per age category of the dragon. Both breath weapons function normally underwater.
Smite Evil (Su): Once per day an Oceanus dragon can make a normal attack to deal extra damage equal to its HD total against an evil foe.
Spell-Like Abilities: At will - detect evil; 3/day - control water, holy smite, water breathing; 1/day - control winds, dispel evil, holy word.
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.