SRD:Force Dragon

=FORCE DRAGON=

A force dragon’s natural weapons are treated as magic (wyrmling – juvenile) or epic (young adult – great wyrm) for the purpose of overcoming damage reduction.

Combat
Breath Weapon (Su): A force dragon has one of breath weapon, a cone of force that tears through creatures and objects in its area to devastating effect.

Immune to Force (Ex): A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force.

Deflecting Force (Su): A force dragon is protected by a shield of force that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus.

Blur (Su): When a force dragon reaches juvenile age, the force surrounding its body distorts the light around it so that it is hard to discern the dragon’s exact location. This functions as a continuous blur spell, giving the dragon concealment (20% miss chance).

Displacement (Su): An old force dragon’s deflecting force bends light even more extremely, giving the dragon the benefit of the displacement spell (50% miss chance). This supersedes its blur ability.

Invisibility (Su): A great wyrm force dragon is a creature of pure force, and is completely invisible (as though protected by greater invisibility). A creature that can see invisible creatures must still contend with the dragon’s displacement ability.

Spell-Like  3/day—forcecage, maze, resilient sphere, telekinetic sphere, wall of force. The DCs are Charisma-based.

Sample Force Dragon, Adult
A force dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Breath Weapon (Su): Cone of force, 60 ft., damage 30d12|ref=half (DC 45). The DC is Constitution-based.

Spell-Like  3/day—resilient sphere, wall of force. Caster level 18th; save DC 24 + spell level.

Immunities (Ex): Immune to sleep and paralysis, immune to force effects.

Sorcerer Spells Known (6/10/10/ 9/9/9/9/8/7/5; base DC 24 + spell level): 0—arcane mark, dancing lights, detect magic, flare, ghost sound, light, mending, open/close, read magic; 1st—disguise self, comprehend languages, detect secret doors, magic missile, true strike; 2nd— bull’s strength, cat’s grace, darkness, locate object, mirror image; 3rd—clairaudience/clairvoyance, fireball, haste, lightning bolt; 4th—charm monster, greater invisibility, scrying, stoneskin; 5th—contact other plane, dream, hold monster, teleport; 6th—analyze dweomer, greater dispell magic, true seeing; 7th—forcecage, spell turning, summon monster vII; 8th—polymorph any object, protection from spells; 9th— time stop.

Possessions: Crystal ball with true seeing, circlet of eyes*, pearl of power (7th-level spell), 8,000 gp. *Variant of robe of eyes; benefit included in Search and Spot skill modifiers.

See Wikipedia Entry: Type|Dragon] Dragon]