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    Starmetal Wyrm

    This sleek, raptor-like dragon has polished, adamantine scales.

    Starmetal WyrmCR 10

    XP 9,600
    CE Large dragon
    Init +5; Senses darkvision 60 ft., low-light vision; Perception +15

    AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
    hp 115 (11d12+44)
    Fort +11, Ref +8, Will +10
    DR 10/adamantine; Immune cold, fire, paralysis, pattern effects, sleep

    Speed 40 ft., fly 80 ft. (clumsy)
    Melee adamantine bite +17 (2d6+10), 2 adamantine claws +17 (1d8+7)
    Space 10 ft.; Reach 5 ft.
    Special Attacks breath weapon (60-ft. line, DC 19, 6d6 plus blindness, usable every 1d4 rounds)
    Spell-Like Abilities (CL 11th)

    At will—dancing lights (0), flare (0) (DC 10)
    1/hour—rainbow pattern (4th) (DC 15)

    Str 25, Dex 12, Con 19, Int 12, Wis 13, Cha 12
    Base Atk +11; CMB +19; CMD 30 (34 vs. trip)
    Feats Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
    Skills Bluff +15, Fly +9, Intimidate +15, Knowledge (arcana) +15, Perception +15, Sense Motive +15, Stealth +11
    Languages Common, Draconic
    SQ no breath, starflight

    Environment any land or underground
    Organization solitary
    Treasure double (adamantine scales)

    Breath Weapon (Su) A starmetal wyrm's breath weapon is a line of starlight. Any creature in the area of the breath weapon is blinded. A successful save to halve the damage dealt by the breath weapon also negates this blindness. This is a light effect.
    Starflight (Su) A starmetal dragon can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM's discretion)—provided the starmetal dragon knows the way to its destination.