Larvitar (3.5e Monster)

Combat
 (Ex): Any target bitten must make a DC 11 Fort save or be Stunned for one round. The save DC is Strength-based. This is a [Dark] effect.

 (Su): Larvitar merely gets stronger when afflicted with status problems. It is immune to Strength damage, drain, or penalty, and never takes a penalty to melee attack or damage rolls. Whenever suffering from poison, blindness, disease, sickening, or other detrimental effects, it has a +4 Morale bonus to Strength.

Egg Move: Larvitar hatches knowing one egg move.
 * Curse (Su): This grants a +2 profane bonus to AC, attacks, and damage for three rounds, but for the duration, Initiative is at -5 and speed is halved. This is a [Ghost] effect. If used in a Contest, Larvitar automatically goes last on the next Round, but wins an extra point if it wins any points.
 * Outrage (Su): Larvitar does have draconic features, and holds a deep rage just waiting to break out and destroy shit. If it enters an Outrage, which takes a Full Round Action action, everything within 50 feet takes 1d6 fire damage per level. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d8 damage per level out to 60 feet. Finally, on the third round it deals 2d6 damage per level out to 75 feet, then becomes Exhausted for one minute. This cannot be used while Fatigued or Exhausted. This is a [Dragon] effect.
 * Iron Defence (Su): With a Standard Action, Larvitar can grant itself DR 5/&mdash; and a +2 bonus to natural armour for three rounds. This is a [Steel] effect. In Contests, using this makes it immune to point-theft for the rest of the Round.