Drake, Earth (CR 11)
AC: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Hit Dice: 12d12+48 (126 hp)
Fort +12, Ref +10, Will +9
Speed: 20 ft., fly 60 ft. (poor), burrow 20 ft.
Space: 10 ft./5 ft.
Base Attack +12; Grapple +22
Attack: +17 melee
Full Attack: Bite +17 melee and 2 claws +15 melee and tail slap +15 melee
Damage: Bite 2d6+6, claw 1d8+3, tail slap 1d8+9
Special Attacks/Actions: Tremor, earth mastery
Abilities: Str 23, Dex 10, Con 19, Int 6, Wis 12, Cha 9
Special Qualities: immunity to magic sleep effects and paralysis
Feats: Alertness; Flyby Attack; Lightning Reflexes; Multiattack; Power Attack
Skills: Bluff +15, Climb +21, Diplomacy +1, Hide +15*, Intimidate +1, Listen +18, Search +13, and Spot +18
Advancement: 13-19 HD (Large); 20-29 HD (Huge); 30-36 HD (Gargantuan)
Climate/Terrain: Temperate mountains
Organization: Solitary, pair, or cluster (3-6)
Earth Mastery (Ex): An earth drake gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the drake takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Tremor (Su): Once per day, an earth drake can cause a tremor at a point where it touches the ground. All creatures standing on the ground within 60 feet of the drake must make a DC 20 Reflex save or fall down. Airborne or waterborne creatures don't suffer any ill effects, and the tremor doesn't deal any structural damage.
Skills: Earth drakes have a +4 racial bonus on Hide checks. *They have an additional +4 racial bonus on Hide checks when in rocky environments (such as mountain terrain or underground).
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.