Dragon, Emerald Very Old (CR 19)
AC: 37 (-2 size, +29 natural), touch 8, flat-footed 37
Hit Dice: 30d12+180 (375 hp); DR: 15/magic
Fort +23, Ref +17, Will +23
Speed: 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 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 18d6 (31)
Special Attacks/Actions: Breath Weapon 18d6 (31); fear (DC 31), SR 26
Abilities: Str 33, Dex 10, Con 23, Int 22, Wis 23, Cha 22
Special Qualities: Object reading, planar travel, sonic immunity, greater invisibility, fog cloud, legend lore, clairaudience/clairvoyance, nondetection
Feats: #Feats: 11
Skills: Skill points: 186
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 also can use its bite snatch opponents. Bite attacks use the full attack bonus.
Claw: The dragon also 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 31 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.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).