Dragon, Topaz Great Wyrm (CR 25)
AC: 44 (-4 size, +38 natural), touch 6, flat-footed 44
Hit Dice: 39d12+490 (660 hp); DR: 20/magic
Fort +32, Ref +22, Will +32
Speed: 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft.
Space: 30 ft./20 ft. (30 ft. with bite)
Base Attack +39; Grapple +71
Attack: 1 Bite +48, 2 claws +43, 2 wings +43, 1 Tail Slap +43, 1 crush +43, 1 Tail sweep +43 melee; Breath +48 ranged
Damage: 1 bite 4d8+16, 2 claws 4d6+8, 2 wings 2d8+8, 1 tail slap 4d6+24, 1 crush 4d8+24, 1 tail sweep 2d8+24, Breath weapon 24d8 (40)
Special Attacks/Actions: Breath Weapon 24d8 (40); fear (DC 40), SR 32
Abilities: Str 43, Dex 10, Con 31, Int 30, Wis 31, Cha 30
Special Qualities: Cold immunity, water breathing, feather fall, fog cloud, control winds, control weather, shapechange
Feats: #Feats: 14
Skills: Skill points: 396
Advancement: 41+ HD (Colossal)
Climate/Terrain: Inner Planes, any aquatic
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard
Monster Manual II
Breath Weapon (Su): A topaz dragon breathes a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Each creature within the cone takes the indicated damage (24d8), or half that amount with a successful Reflex save (DC 40). 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 topaz 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 (40 HD).
A potentially affected creature that succeeds at a Will save (DC 40) 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 Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.