Warforged Dragon (3.5e Monster)

''The shadow of a dragon blots out the sun overhead, a strangely disorted roar coming from the creature as it crashes down on all fours. Its body is covered in ornate metal plates with runic carvings burned within, massive silvery wings with mithril scales stretched between its inorganic joints, and its body bursts of steam and jolts of electricity from a large ridge of iron pipes along its spine. Its glowing eyes burn with dim intelligence and purpose.''

The warforged dragon is a construct of battle designed by House Cannith as an experiment after the creation of the warforged raptor. Unlike the raptor, the warforged dragon was never intended for mass production but rather designed as a powerful aerial flagship of sorts, a rare tool to be deployed as a major anti-fortress weapon. Taking the shape and power of a great wyrm, the warforged dragon is a deadly opponent be it air or ground.

Warforged dragons are exceedingly rare, both being fantastically expensive to create and being discontinued. It seems that in spite of being an automation of minimal intelligence and artifical birth, it had developed several unexpected qualities such as unusual love for adornment. Though they keep no treasure, they seem to appreciate it and when possible request their own bodies to be adorned in ornate embossing and other signs of opulence. In addition the exact nature of their creation has been kept under tight wraps and true dragons have been known to treat warforged dragons with irrational hate and mistrust, leading some to suspect that the warforged dragon's organic components are draconic in nature.

Combat
Warforged dragons typically fight from the air at a low altitude, destroying opposition on the ground below with its bomb runs and flyby attacks, using wingover when needing to pass over a second time. If it encounters heavy resistance from the ground and its bomb runs, breath attacks, and spell-like abilities prove ineffective it wil crush opponents, then rely on its durability to engage the enemy in melee combat. When not dealing with ground troops, it is typically deployed against fortresses where it hugs the ground approaching at high speed, and then destroys key targets, walls, and seige weapons with its breath attack.

Bombing Run :  The warforged dragon grows sharp flak as scales along its underbelly. It can shed these scales, which burst and scatter into a spray of blades. 2/day as a full-round action the warforged dragon can move up to double its speed in a straight line, releasing a wave of destruction below in its wake. Any squares it passes over must make a DC 28 Reflex save or take 15d6 magic slashing damage from the exploding flak. The save is Constitution based.

Breath Weapon :  Warforged dragons have 100 ft. line breath weapon which deals 15d6 sonic damage and permenantly deafens, with a DC 28 Fortitude save for half damage and negating deafness. The save is Constitution based. It may use this every 1d4 rounds.

Crush : This special attack allows a flying or jumping warforged dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the warforged dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the warforged dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the warforged dragon moves off them. If the warforged dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals 2d8+15 damage.

Frightful Presence :  A warforged dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the warforged dragon attacks, charges, or flies overhead. Creatures within a radius of 90 ft are subject to the effect if they have fewer HD than the warforged dragon. A potentially affected creature that succeeds on a Will save (DC 17) remains immune to that warforged dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of warforged dragons.

Keen Senses : A warforged dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spell-Like Abilities :  At will-detect magic, ghost sound, shatter, ventriloquism; 3/day-greater dispel magic, wall of iron; 1/day-animate objects.

Dragon Features: The warforged dragon recieves the features of the dragon type, though it remains of the construct type. They count as both a construct and a dragon for the purposes of spells, items, and other effects.

Warforged Traits: Unlike other constructs, warforged dragons have a constitution score. As a living construct it does not gain bonus hit points by size, but rather through constitution as other living creatures. They do not have immunity to mind-influencing effects. They have an immunity to poison, sleep effects, paralysis, disease, sickening, nausea, fatigue, exhaustion, and energy drain. They cannot heal damage naturally, and take half benefit from positive energy cure spells. However they take full benefit from the repair series of spells. They are subject to critical hits (though it has 75% fortification), effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death and necromancy effects. When reduced to 0 hit points, a living construct is disabled, just like a living creature, and when its hit points is less than 0 and greater than -10 it is inert. It is unconcious and helpless, but stable. They may be raised and ressurrected as normal, and have no need to eat, sleep, or breathe, though they may benefit from consumables. Though they do not need to sleep, they must still rest for 8 hours before preparing spells, as normal. They are affected by repel metal or stone, repel wood, and rusting grasp as creatures composed of such materials.