Dragon, Adamantine Ancient (CR 22)
Gargantuan Dragon (Extraplanar)
Alignment: Always neutral good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Celestial, Draconic, and Gnome
AC: 41 (-4 size, +35 natural), touch 6, flat-footed 41
Hit Dice: 36d12+324 (558 hp); DR: DR 15/magic and 5/adamantine
Fort +29, Ref +20, Will +27
Speed: 60 ft., fly 200 ft. (good), swim 40 ft.
Space: 40 ft./15 ft.
Base Attack +36; Grapple +65
Attack: 1 bite +49, 2 claws +44, 2 wings +44, 1 tail slap +44, 1 crush +44, 1 tail sweep +44
Damage: 1 bite 4d6+17, 2 claws 2d8+8, 2 wings 2d6
Special Attacks: Breath weapon 20d8 (37)
Abilities: Str 45, Dex 10, Con 29, Int 22, Wis 25, Cha 22
Special Qualities: Immunity to fire, adamantine touch, increased damage, Improved Sunder, mirror image, Dimension door, Alternate form, dispel evil, Banishment, Power word stun, SR 28, Fear aura (DC 37)
Feats: #Feats: 13
Skills: Skill points: 222
Advancement: 37-38 HD (Gargantuan)
Climate/Terrain: Any land and underground (Twin Paradises of Bytopia)
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:
Dragon #321
Adamantine dragons patrol Bytopia, ever on alert for invading fiends, spying rilmani, and other unwanted intrusions. These self-appointed guardians of the Twin Paradise take the security of their home plane seriously, rarely visiting other planes. Adamantine dragons are widely regarded is exemplars of basic goodness. They are helpful to a fault, never failing to aid good beings in times of need.
An adamantine dragon's body is small in comparison to its disproportionately large claws, wings, and tall. It has a smooth hide that gleams like a silvery metal coated in diamond dust. Sweeping horns fin back from the dragon's snout, forming a radiant, crown-like crest.
Gnome petitioners of Bytopia, the closest allies of adamantine dragons, often build them magnificent castles to use as lairs. These castles are usually built near gnome towns the adamantine dragons have sworn to protect. Occasionally, an adamantine dragon lairs in uncivilized Shurrock, in order to watch over travelers to that layer.
Adamantine dragons speak Celestial, Draconic, and Gnome.
Combat
Adamantine dragons favor using their hold monster breath at the start of combat, then they wade into battle swinging their massive claws and trying to destroy any equipment their enemies might have. They have no compassion for evil creatures banish evil threats they cannot slay outright.
Breath Weapon (Su): An adamantine dragon has two types of breath weapon, a line of searing white hot fire and a cone of hold monster gas. Living creatures within a cone of hold monster gas must succeed on a Will save or be held, regardless of HD, for 1d6 rounds plus round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.
Increased Damage (Ex): Because of their oversized limbs and weapons, adamantine dragons deal damage as if they were one size category larger than they really are. The adamantine dragon doesn't gain the additional attacks of the larger size, only greater damage.
Adamantine Touch (Ex): An adamantine dragon's natural weapons are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Improved Sunder: An adamantine dragon has the Improved Sunder feat as a bonus feat, and it frequently attempts to destroy its opponents' weapons and armor.
Alternate Form (Su): An adult or older adamantine dragon can assume any animal or humanoid form of Medium or smaller as a standard action three times per day. This ability functions as the polymorph spell cast by a 10th-level caster, except that the dragon does not regain hit points for changing form and can only assume 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 natural form.
Spell-like Abilities: 3/day - mirror image (very young or older), dimension door (juvenile or older), dispel evil (adult or older), banishment (old or older); 1/day - antipathy (old or older), power word stun (ancient or older), reverse gravity (great wyrm).
Skills: Heal and Tumble are considered class skills for adamantine dragons.