Interplanar Dragon
Dragons from some unknown plane who have gained the ability to travel through worlds with ease. They are great hunters and assassins, and willingly sell their services for treasure. It is said that they keep their hoard in a pocket dimension somewhere, hidden from the rest of creation. Some say that the Interplanar dragons serve some higher, unnamed power, but if that is so its agenda is thus far unknown. Interplanar dragons are fond of grappling their prey, then using their Plane Shift ability to remove it from the group, possibly bringing it to a more secluded plane to eat it, or bringing it to a more dangerous world, or possibly just stranding it.
Interplanar Dragons are wingless, but fly under their own power. They are long and serpentine, and their scales glint rainbow and white. They can speak draconic, common and their own language.
Medium Dragon
Hit Dice: 13d12+52 (130)
Initiative: +6
Speed: 40 ft fly (perfect)
Armor Class: 25 (+6 dex, +9 natural)
Base Attack/Grapple: +13/+17
Attack: 2 Slams (+17) or Bite (+17)
Damage: Slam (2d6+4) or Bite (3d8+4)
Space/Reach: 5ft/5ft
Special Attacks: Breath Weapon, Spell-Like Abilities, Curse
Special Qualities: Damage Reduction 5/magic, Spell Resistance 23, Darkvision 60 ft, Immunity to Magic Sleep and Paralysis Effects, Evasion
Saves: Fort +17, Ref +19, Will +17
Abilities: Str 19, Dex 22, Con 18, Int 15, Wis 14, Cha 19
Skills: Tumble +22, Move Silently +22, Hide +22, Spot +18, Listen +18, Search +18, Knowledge (the planes) +18, Concentration +20
Feats: Fly-By Attack, Quickened Spell-Like Ability (Plane Shift), Power Attack, Combat Expertise, Iron Will
Environment: Any
Organization: Solitary, With Mate or Pack (5-8)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -
Breath Weapon: Cone of fire fifty feet long every 1d4 rounds dealing 11d6 damage.
Spell-Like Abilities: At Will; Plane Shift, 1/Day Slay Living. All spells are cast as a an 18th level sorcerer.
Curse: When an Interplanar Dragon strikes a creature with its slam attack, the creature must make a will save (DC 21) or be cursed and suffer a -1 to all saves. A creature can be cursed multiple times, and these minuses stack. The curse wears off after eight hours.
Evasion: As the rogue ability.
