Dragon, Sapphire Great Wyrm (CR 19)
Huge Dragon (Earth)
Alignment: Always lawful neutral
Initiative: +5 (Dex); Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 39 (-2 size, +26 natural, +5 Dex), touch 13, flat-footed 37
Hit Dice: 29d12+174 (333 hp); DR: 15/magic
Fort +22, Ref +21, Will +21
Speed: 40 ft., fly 150 ft. (poor), burrow 15 ft., swim 10 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +29; Grapple +47
Attack: 1 Bite +37, 2 claws +32, 2 wings +32, 1 Tail Slap +32 melee; Breath +37 ranged
Damage: 1 bite 2d8+10, 2 claws 2d6+5, 2 wings 1d8+5, 1 tail slap 2d6+15, 1 crush 2d8+15, Breath weapon 18d4 (30)
Special Attacks/Actions: Breath Weapon 18d4 (30); fear (DC 29), SR 26
Abilities: Str 31, Dex 20, Con 23, Int 20, Wis 21, Cha 20
Special Qualities: Electricity immunity, spider climb, sense psychoportation, skate, stone shape, teleport
Feats: #Feats: 10
Skills: Skill points: 151
Advancement: 30-31 HD (Huge)
Climate/Terrain: Inner Planes, underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure: Double Standard
Monster Manual II
Breath Weapon (Su): A sapphire dragon breathes a cone of nearly inaudible sonic energy. In addition to making a Reflex saving throw (DC 37) against sonic damage (24d4), each creature within the cone must succeed at a Will save (same DC) or become panicked for 1d4 rounds. 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 great sapphire wyrm 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 360 feet are subject to the effect if they have fewer HD than the dragon (38).
A potentially affected creature that succeeds at a Will save (DC 35) 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.
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.