Dragon, Amethyst Very Old (CR 19)
AC: 38 (-2 size, +29 natural, +1 Dex), touch 9, flat-footed 37
Hit Dice: 30d12+180 (375 hp); DR: 15/magic
Fort +23, Ref +17, Will +21
Speed: 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +30; Grapple +49
Attack: 1 Bite +39, 2 claws +34, 2 wings +34, 1 Tail Slap +34, 1 crush +34 melee; Breath +39 ranged
Damage: 1 bite 2d8+11, 2 claws 2d6+5, 2 wings 1d8+5, 1 tail slap 2d6+16, 1 crush 2d8+16, Breath weapon 18d8 (31)
Special Attacks/Actions: Breath Weapon 18d8 (31); fear (DC 29), SR 25
Abilities: Str 33, Dex 12, Con 23, Int 18, Wis 19, Cha 18
Special Qualities: Force resistant, planar travel, poison immunity, stomp, CL 11, Explosive gem (9d6), invisibility, body equilibrium
Feats: #Feats: 11
Skills: Skill points: 126
Advancement: 31-32 HD (Huge)
Climate/Terrain: Inner Planes, underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard
Monster Manual II
Bite: The dragon can use its bite snatch opponents. Bite attacks use the full attack bonus.
Claw: The dragon can use its claws to snatch opponents. Claw attacks are at -5 to the attack bonus.
Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks are at -5 to the attack bonus.
Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap is at -5 to the attack bonus.
Crush: A flying or jumping dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the 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 at a Reflex save against a DC equal to that of the dragon's breath weapon or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take crush damage each round if they don't escape.
Breath Weapon (Su): An amethyst dragon has one breath weapon, a line of concussive force (Reflex save for half damage, DC 31, 18d8 damage). It can choose to deal subdual damage instead of normal damage. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.
Frightful Presence (Ex): A very old dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 270 feet are subject to the effect if they have fewer HD (30) than the dragon.
A potentially affected creature that succeeds at a Will save (DC 29) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Dragons ignore the frightful presence of other dragons.
Immunities (Ex): All dragons are immune to sleep and paralysis effects. Amethyst dragons are also immune to poison.
Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities. A very old amethyst dragon has a spell resistance of 25.
Blindsight (Ex): A dragon can ascertain creatures by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 270 feet.
Keen Senses (Ex): A dragon sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 900 feet.
Explosive Gem (Sp): Once per day, an amethyst dragon can spit a violet, crystalline lozenge up to 75 feet away with pin-point accuracy. The gem explodes on impact, dealing bludgeoning damage (9d6) to all creatures within a 20-foot radius. A target that succeeds at a Reflex saving throw (DC 26) takes half damage.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.