Scales the color of emerald armor this young dragon with multiple horns pointed behind atop of its head.
Green Dragon, Young (CR 8)
XP 4,800
LE or LN Medium Dragon (Wind)
Init +11; Senses Cloud sight, Dragon senses; Perception +14
DEFENSE
AC 23, touch 18, flat-footed 15 (+7 dex, +5 natural, +1 dodge)
hp 88 (9d12+18)
mp 40
Fort +8, Ref +15, Will +13
DR 5/magic; Immune Wind, Paralysis, Sleep; Resist Earth 50%
Weakness Ice
OFFENSE
Speed 60 ft., fly 150 ft. (average)
Melee Bite +11 (1d8+3), 2 Claws +11 (1d6+2), 2 Wings +6 (1d4+1)
Special Attacks Breath Weapon (30-ft. cone, 4d10 wind damage, Reflex DC 16 half, usable every 1d4 rounds), Breath Wing
Special Abilities White Wind
Spells Known (FC CL 9th, Concentration +14)
At will – detect magic, mending, message, read magic
1st (DC 16) – alter winds, choco feather, wind armor, wind runner, wind shield
2nd (DC 17) – elemental resistance, float, whisper wind, wind barrier
3rd (DC 18) – battering blast, cloak of winds, dispel, hurricane blast, wind wall
STATISTICS
Str 14, Dex 24, Con 14, Int 10, Wis 20, Cha 12
Base Atk +9; CMB +11; CMD 29 (33 vs. trip)
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Fly +27, Knowledge (nature) +12, Perception +19, Spellcraft +12, Stealth +20, Survival +19; Racial Modifiers +8 Fly
Languages Draconic
SPECIAL ABILITIES
Breath Wing (Su)
Once every 1d4 rounds as a standard action, a green dragon can use its wings to cause a breath-like attack to slice the air in front of it in a 30-ft.- cone. Creatures within the area of effect take 8d6 points of wind damage, Reflex save (DC 19) for half damage. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Cloud Sight (Su)
A green dragon’s sight is not impeded by clouds or fog, or by spells that create areas of fog.
White Wind (Su)
Once every 1d4+1 rounds a green dragon can emit a gust of white wind that heals allies other than itself within 20 feet for an amount equal to the green dragon’s current hit points in damage. The healing received per creature is capped at 10 per hit die attained for the caster (ex: 7 hit dice would mean a cap of 70 healing for each creature). Blue mages may learn this ability as a 4rd level spell (Knowledge: Nature DC 23).