Ibranlin (CR 5)
Gargantuan Dragon (Fire)
Alignment: Always lawful neutral
Initiative: +0; Senses: Listen +12 and Spot +11
AC: 17 (-4 size, +11 natural), touch 6, flat-footed 17
Hit Dice: 10d12+70 (135 hp)
Fort +14, Ref +7, Will +7
Speed: 20 ft., climb 20 ft.
Space: 20 ft./15 ft.
Base Attack +10; Grapple +34
Attack: Bite +18 melee, 4 claws +13 melee
Full Attack: Bite +18 melee, 4 claws +13 melee
Damage: Bite 4d6+12, claw 2d8+6
Special Attacks/Actions: Breath weapon, pin
Abilities: Str 35, Dex 11, Con 24, Int 4, Wis 10, Cha 9
Special Qualities: Fire subtype, SR 20
Feats: Alertness; Blind-fight; Power Attack; Improved Bull Rush
Skills: Climb +20, Jump +22, Listen +12, Search +7, and Spot +11
Advancement: 11-20 HD (Gargantuan)
Climate/Terrain: Any land and underground
Organization: Solitary or family (2-8)
Breath Weapon (Su): Once every 5 rounds, an ibrandlin can breathe a 30-foot cone of fire that deals 2d6 points of fire damage to every creature it touches. Affected characters who make a successful Reflex save (DC 21) take half damage. An ibrandlin can use its breath weapon and its claw attacks in the same round by using a full attack action. In this case, the creature forfeits its bite attack in favor of the breath weapon.
Pin (Ex): An ibrandlin can jump and land on opponents as a standard action, using its whole body to attack. A pin attack is effective only against Medium-size or smaller opponents. An ibrandlin can pin as many creatures as will fit under its body (a 10-ft.-by-30-ft area). Creatures in the affected area must toll successful Reflex saves (DC 21) or be pinned under the ibrandlin. The ibrandlin can choose whether or not to deal damage. Creatures that lie still are simply pinned (treat as a grapple attack), while those that move or fight take 4d6 points of damage per round until they escape.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.