Dragon, Silver Wyrmling (CR 3)
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Hit Dice: 7d12+7 (52 hp)
Fort +6, Ref +5, Will +7
Speed: 40 ft., fly 100 ft. (average)
Space: 5 ft./5 ft.
Base Attack +7; Grapple +4
Attack: 1 Bite +9, 2 claws +4 melee; Breath +9 ranged
Damage: 1 bite 1d6+1, 2 claws 1d4+0, Breath weapon 2d8 (14)
Special Attacks/Actions: Breath Weapon
Abilities: Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14
Special Qualities: Cold and acid immunity, cloud-walking, polymorph self
Feats: #Feats: 3
Skills: Skill points: 20 and plus Jump 7
Advancement: 8-9 HD (Small)
Climate/Terrain: Temperate and warm mountains and underground
Organization: Solitary or clutch (2-5)
Treasure/Possessions: Double Standard
Alternate Form(Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. A dragon can remain in its animal or humanoid form until it wishes to assume a new one or return to its natural form. A true seeing spell or ability reveals the creature's natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold (2d8 damage, Reflex save for half DC 14) or a cone of paralyzing gas. Creatures within the latter must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6 rounds plus 1 round. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. If the dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.
Cloudwalking (Su): The dragon can tread on clouds or fog as though ground. The ability functions continuously but can be negated or resumed at will.
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).