Aspect of Bahamut

Huge Dragon (Extraplanar)
Hit Dice: 12d12+96 (174 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 100 ft. (good)
Armor Class: 25 (–⁠2 size, –⁠1 Dex, +18 natural), touch 7, flat-footed 25
Base Attack/Grapple: +12/+32
Attack: Bite +22 (3d6+12)
Full Attack: Bite +22 (3d6+12) and 2 claws +17 (2d6+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, frightful presence
Special Qualities: Blindsense 60 ft., damage reduction 5/epic, darkvision 120 ft., immunity to cold, paralysis, and sleep, low-light vision (4 × human)
Saves: Fort +16, Ref +7, Will +14
Abilities: Str 34, Dex 9, Con 26, Int 23, Wis 24, Cha 23
Skills: Diplomacy +23, Handle Animal +21, Intimidate +21, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (nature) +21, Knowledge (the planes) +21, Knowledge (religion) +21, Listen +24, Ride +2, Search +19, Sense Motive +22, Spot +24, Survival +9
Feats: Alertness, Cleave, Improved Initiative, Power Attack, Tempest Breath
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Lawful good
Advancement:
Level Adjustment:

This long, sinuous dragon is covered in silver-while scales that sparkle and gleam with a light all their own. Its catlike eyes shift between the blue of an azure sky and the chill color of a frozen glacier, as its mood determines.

The Platinum Dragon, King of the Good Dragons, Lord of the North⁠—​creatures honor Bahamut with all these titles and more. First among good dragons and most powerful of the good dragon deities, Bahamut is a sterling force for what is good and just in the world. Nevertheless, Bahamut rarely sends an aspect to aid his worshipers, allowing them to express their virtue by meeting evil’s challenges on their own. Typically, an aspect of Bahamut appears only when the late of many good dragons is at stake, and then only when another evil deity, such as Tiamat, has thrown in on one side of the conflict.

Aspects of Bahumet speak Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, and Sylvan.

Combat

An aspect of Bahamut begins combat by breathing on foes. It then charges and bites the enemy who seems most wounded by the attack. Thereafter, it makes full attacks as it can until its breath weapon recharges, then uses its Tempest Breath feat to knock down Medium foes and blow away smaller enemies. If necessary, an aspect of Bahamut starts the cone within its space to catch several adjacent foes.

Frightful Presence (Ex): An aspect of Bahamut can inspire terror by charging, attacking, or flying overhead. Creatures within 120 feet of the dragon that have 11 HD or fewer must attempt a DC 22 Will save. Success indicates that the target is immune to the aspect’s frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds. Those with 5 or more HD become shaken for 4d6 rounds.

Breath Weapon (Su): Once every 1d4 rounds, 40-ft. cone, 12d6 cold, Reflex DC 24 half.

Tempest Breath: When an aspect of Bahamut chooses to use this feat in conjunction with its breath weapon, creatures in the area that fail a DC 18 Fortitude save are affected as by a windstorm in adddition to taking normal damage. Because the breath weapon has an instantaneous duration, creatures ignore the checked effect unless they are airborne (in which case they are blown back 1d6×5 feet). If an aspect uses this ability, it adds 1 to the number of rounds it must wait before using its breath weapon again.

Source: Dragon Magic, page 108. Recalculated hit points which were off by 5. Set the space from 10 ft. to 15 ft. as it is a Huge creature, not a Large.