Dragon, Bronze Mature Adult (CR 16)

Huge Dragon (Water)
Alignment: Always Lawful Good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic


AC: 31 (-2 size, +23 natural), touch 8, flat-footed 31
Hit Dice: 24d12+120 (276 hp); DR: 10/magic
Fort +19, Ref +14, Will +19
Speed: 40 ft., fly 150 ft., (poor), swim 60 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +24; Grapple +41
Attack: 1 Bite +31, 2 claws +26, 2 wings +26, 1 Tail Slap +26, 1 crush +26 melee; Breath +31 ranged
Damage: 1 bite 2d8+9, 2 claws 2d6+4, 2 wings 1d8+4, 1 tail slap 2d6+13, 1 crush 2d8+13, Breath weapon 14d6 (27)
Special Attacks/Actions: Breath Weapon, fear (DC 27), SR 23
Abilities: Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Special Qualities: Create food and water, fog cloud, Electricity immunity, water breathing, speak with animals, Polymorph self , CL 9. Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Feats: #Feats: 9
Skills: Skill points: 126
Advancement: 25-26 HD (Huge)
Climate/Terrain: Temperate and warm aquatic and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard

Source: Monster Manual

Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning (14d6 damage Reflex save for half damage DC 27) or a cone of repulsion gas. Creatures within the cone must succeed at a Will save (DC 27) or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 7 rounds. This is a mind-influencing compulsion enchantment. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.

Alternate Form(Su): A young or older bronze 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.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 210 feet are subject to the effect if they have fewer HD than the dragon (24).

A potentially affected creature that succeeds at a Will save (DC 27) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Dragons ignore the frightful presence of other dragons.

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.