Dragon, Mercury Adult (CR 13)

Huge Dragon (Extraplanar)
Alignment: Always chaotic evil or chaotic
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic


AC: 28 (-2 size, +20 natural), touch 8, flat-footed 28
Hit Dice: 21d12+105 (241 hp); DR: 10/magic
Fort +17, Ref +14, Will +13
Speed: 60 ft., fly 150 ft. (poor)
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +21; Grapple +39
Attack: 1 bite +29, 2 claws +24, 2 wings +24, 1 tail slap +24, 1 crush +24
Damage: 1 bite 2d8+10, 2 claws 2d6+5, 2 wings 1d8, 1 tail slap 2d6, 1 crush 2d8
Special Attacks/Actions: Breath weapon 10d10 (25)
Abilities: Str 31, Dex 10, Con 21, Int 18, Wis 13, Cha 18
Special Qualities: Sonic Immunity, shatter, sound burst, Gust of wind, Tashas hideous laughter, SR 24, Fear aura (DC 24)
Feats: #Feats: 8
Skills:
Class Skills: Balance, Escape Artist, Jump, Skill points: 90, and Tumble
Advancement: 22-23 HD (Huge)
Climate/Terrain: Any land and underground (Pandemonium)
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

Source: Dragons of Faerûn

Breath Weapon (Su): A mercury dragon's breath weapon is a line of intense light that burns whatever it touches, dealing fire damage.

Brilliance (Ex): As a standard action, a mercury dragon can use the mirror-bright membranes of its wings to reflect and concentrate available light into a beam of dazzling brightness. To use this power, the dragon needs light as bright as an overcast day or clear, moonlight night. Torchlight or candle light is insufficient.

The power creates a thin beam the dragon can aim at a single target within 30 feet per age category of the dragon. The target is blinded for 1d4+1 rounds unless it makes a Reflex save (DC 10 + 1/2 the dragon's Hit Dice, + the dragon's Dexterity modifier). If not using this technique as a weapon, the dragon can create a cone of light as bright as a daylight spell up to 60 feet long per age category of the dragon. The cone lasts 3 rounds.

Alternate Form (Su): A mercury dragon of adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action three times a day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can assume only the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its normal form.

Fire Subtype (Ex): Fire immunity, +50% damage from cold.

Protected Sight (Ex): A mercury dragon is immune to any effect that would blind or dazzle it. It also gains +3 racial bonus on saving throws against any light or pattern effect.

Spell-Like Abilities: At will -- gaze screen*; 3/day -- mirror image; 2/day -- telekinesis; 1/day -- project image.

Skills: These skills are available to mercury dragons at 1 skill point per rank: Bluff, Disguise, Sense Motive, and Survival. Mercury dragons have the Jump skill for free at 1 rank per Hit Die. These are in addition to the skills noted in the dragon entry in the Monster Manual.

Extraplanar Subtype

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.