Dragon, Sapphire Wyrm (CR 21)
Huge Dragon (Earth)
Alignment: Always lawful neutral
Initiative: +5 (Dex); Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 42 (-2 size, +29 natural, +5 Dex), touch 13, flat-footed 37
Hit Dice: 32d12+192 (400 hp); DR: 15/magic
Fort +24, Ref +23, Will +23
Speed: 40 ft., fly 200 ft. (clumsy), burrow 15 ft., swim 10 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +32; Grapple +51
Attack: 1 Bite +41, 2 claws +36, 2 wings +36, 1 Tail Slap +36, 1 crush +36, 1 Tail sweep +36 melee; Breath +41 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 20d4 (32)
Special Attacks/Actions: Breath Weapon 20d4 (32); fear (DC 31), SR 28
Abilities: Str 33, Dex 20, Con 23, Int 20, Wis 21, Cha 20
Special Qualities: Electricity immunity, spider climb, sense psychoportation, skate, stone shape, teleport, wall of stone
Feats: #Feats: 11
Skills: Skill points: 166
Advancement: 33-34 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 34) against sonic damage (22d4), 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 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 330 feet are subject to the effect if they have fewer HD than the dragon (35 HD).
A potentially affected creature that succeeds at a Will save (DC 33) 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.