Dragon, Steel Very Young (CR 4)
Small Dragon (Air)
Alignment: Usually lawful neutral, often lawful good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic, Common
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Hit Dice: 7d12+7 (52 hp)
Fort +6, Ref +5, Will +6
Speed: 60 ft., fly 150 ft. (average), swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +4
Attack: 1 bite +9, 2 claws +4, 2 wings +4
Damage: 1 bite 1d8+1, 2 claws 1d6+0, 2 wings 1d4
Special Attacks/Actions: Breath weapon 2d6 (14)
Abilities: Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 12
Special Qualities: Polymorph, poison resistance, Minor arcane shield, CL 3rd, SR 18, Fear aura (DC 12)
Feats: #Feats: 3
Skills:
Class Skills: Bluff, Craft, Disguise, Profession, and Skill points: 13
Advancement: 8-9 HD (Small)
Climate/Terrain: Any city (rarely any hill, plain, or forest)
Organization: Solitary (with humanoid companions) or clutch (2-5)
Treasure/Possessions: Standard
Source:
Dragons of Faerûn
Breath Weapon (Su): A steel dragon has two kinds of breath weapons: a line of acid and a cone of poisonous gas. Every creature within the area of the poisonous gas must succeed on a Fortitude save or take 1 point of Constitution damage per age category of the dragon. It must then succeed on a second save at the same DC 1 minute later or take the same amount of damage.
Minor Arcane Shield (Su): A steel dragon's spell resistance against 1st- and 2nd-level arcane spells is higher than normal by +10.
Moderate Arcane Shield (Su): A steel dragon's spell resistance against 3rd- and 4th-level arcane spells is higher than normal by +10.
Poison Resistance (Ex): A steel dragon gets a +10 racial bonus on all Fortitude saving throws against poison.
Spell-Like Abilities: 5/day -- polymorph; 1/day -- charm person, enthrall, mass charm, mass suggestion, suggestion.
Skills: Bluff, Craft (any), and Profession (any) are considered class skills for steel dragons.
Air Subtype
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).