Dzalmus, Juvenile (CR 7)
AC: 22 (+12 natural), touch 10, flat-footed 22
Hit Dice: 13d12+26 (110 hp)
Fort +8, Ref +10, Will +9
Speed: 60 ft., fly 200 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +13; Grapple +16
Attack: 1 bite +10, 2 claws +5, 2 wings +5
Damage: 1 bite 1d8+3, 2 claws 1d6+1, 2 wings 1d4
Special Attacks/Actions: Breath weapon 4d8 (18)
Abilities: Str 17, Dex 10, Con 15, Int 16, Wis 15, Cha 14
Special Qualities: Camouflage, immunity to enchantment, pass without trace, fog cloud, SR
Feats: #Feats: 5
Skills: Skill points: 45
Advancement: 14-15 HD
Climate/Terrain: The Hordelands
Organization: Solitary (with humanoid companions)
Breath Weapon (Su): A dzalmus has one type of breath weapon: a cone of vampiric life-draining gas. Every creature within the area of the gas must succeed on a Fortitude save or take 1 point of Constitution damage per age category of the dragon. The victim must then succeed on a second save at the same DC 1 minute later or take the same amount of damage. Any of the dzalmus's three heads may use this attack, but only one can breath per round. Once the dzalmus uses its breath weapon, none of the heads can do so again until 1d4 rounds later.
Spell-Like Abilities: At will - pass without trace, fog cloud.
Skills: *A dzalmus gains a +10 on Hide checks in grassland environments.
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).