Dragon, Radiant Very Young (CR 6)
AC: 20 (+8 natural, +2 deflection, +1 Dex), touch 12 flat-footed 19
Hit Dice: 12d12+36 (114 hp)
Fort +11, Ref +9, Will +12
Speed: 60 ft., fly 150 ft. (poor)
Space: 10 ft./10 ft.
Base Attack +12; Grapple +21
Attack: 1 bite +16, 2 claws +11, 2 wings +11, 1 tail slap +11
Damage: 1 bite 2d6+5, 2 claws 1d8+2, 2 wings 1d6, 1 tail slap 1d8
Special Attacks/Actions: Breath weapon 4d10 (19)
Abilities: Str 21, Dex 12, Con 17, Int 14, Wis 19, Cha 16
Special Qualities: Immunity to light effects, daylight,
Feats: #Feats: 5
Skills: Skill points: 30
Advancement: 13-14 HD (Medium-size)
Climate/Terrain: Any land and underground (Celestia)
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
Young and older radiant dragons' natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): A radiant dragon has two types of breath weapons, a line of force or a cone of light. Creatures caught within the cone must make Fortitude saves or be blinded for 1d6 rounds plus 1 round per age category of the dragon. A successful save means the creature is merely dazzled for the same duration. Sightless creatures are immune to the cone of light breath weapon.
Spell-Like Abilities: At will - daylight; 3/day - searing light; 1/day - prismatic sphere, sunburst.
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.