Dragon, Brown Young Adult (CR 11)

Huge Dragon (Earth)
Alignment: Usually neutral evil
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, keen senses, and tremorsense 500 ft.
Languages: Draconic


AC: 23 (-2 size, +15 natural), touch 8, flat-footed 23
Hit Dice: 18d12+90 (207 hp); DR: 5/magic
Fort +16, Ref +11, Will +14
Speed: 60 ft., burrow 60 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +18; Grapple +34
Attack: 1 Bite +24, 2 claws +19, 2 wings +19, 1 Tail Slap +19, 1 crush +19 melee; Breath +24 ranged
Damage: 1 bite 2d8+8, 2 claws 2d6+4, 2 wings 1d8+4, 1 tail slap 2d6+12, 1 crush 2d8+12, Breath weapon 10d6 (24)
Special Attacks/Actions: Breath Weapon, fear (DC 22), SR 20
Abilities: Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Special Qualities: Acid immunity, create water as 3rd-level caster
Feats: #Feats: 7
Skills:
Class Skills: Climb, Hide, Skill points: 60, and Survival
Advancement: 19-20 HD (Large)
Climate/Terrain: Any desert
Organization: Solitary or clutch (2-5)
Treasure: Double Standard

Source: Monster Compendium: Monsters of Faerûn

Combat

Breath Weapon (Su): The brown dragon's breath weapon is a line of acid. It does not use this attack against mounted foes, since it knows that horses are good eating. 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.

Tremorsense (Ex): Brown dragons can automatically sense the location of anything within 500 feet that is in contact with the ground.

Create Water (Sp): The dragon can use this spell-like ability once per day.

Frightful Presence (Ex): A young adult or older 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 180 feet are subject to the effect if they have fewer HD than the dragon (18).

A potentially affected creature that succeeds at a Will save (DC 22 ) 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.

Earth Subtype

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.