Dragon, Blue Young (CR 5)
AC: 21 (+11 natural), touch 10, flat-footed 21
Hit Dice: 12d12+24 (102 hp)
Fort +10, Ref +8, Will +9
Speed: 40 ft., fly 150 ft. (poor), burrow 20 ft.
Space: 5 ft./5 ft.
Base Attack +12; Grapple +15
Attack: 1 Bite +15, 2 claws +10, 2 wings +10 melee; Breath +15 ranged
Damage: 1 bite 1d8+3, 2 claws 1d6+1, 2 wings 1d4+1, Breath weapon 6d6 (17)
Special Attacks/Actions: Breath weapon
Abilities: Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Special Qualities: Electricity immunity, create/destroy water
Feats: #Feats: 5
Skills: Skill points: 18
Advancement: 13-14 HD (Medium)
Climate/Terrain: Temperate and warm desert and underground
Organization: Solitary or clutch (2-5)
Treasure/Possessions: Double Standard
Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning (Reflex save DC 18 for half damage), damage 2d8. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. If the dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.
Create/Destroy Water (Sp): The dragon can use this ability three times per day It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a will save (DC 17) or be ruined.
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.