Dragon, Copper Old (CR 18)

Huge Dragon (Earth)
Alignment: Always Chaotic Good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic

AC: 33 (-2 size, +25 natural), touch 8, flat-footed 33
Hit Dice: 26d12+130 (299 hp); DR: 10/magic
Fort +20, Ref +15, Will +19
Speed: 40 ft., fly 150 ft. (poor)
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +26; Grapple +43
Attack: 1 Bite +33, 2 claws +28, 2 wings +28, 1 Tail Slap +28, 1 crush +28 melee; Breath +33 ranged
Damage: 1 bite 2d8+9, 2 claws 2d6+4, 2 wings 1d8+4, 1 tail slap 2d6+13, 1 crush 2d8+13, Breath weapon 16d4 (28)
Special Attacks/Actions: Breath Weapon, fear (DC 27), SR 25
Abilities: Str 29, Dex 10, Con 21, Int 18, Wis 19, Cha 18
Special Qualities: Transmute rock to mud/mud to rock, Stone shape, Acid immunity, spider climb, CL 11, *Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Feats: #Feats: 9
Skills: Skill points: 110
Advancement: 27-28 HD (Huge)
Climate/Terrain: Temperate and warm desert, hill, mountains, and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard

Source: Monster Manual

Breath Weapon (Su): A copper dragon has two types of breath weapon, a line of acid (16d4 damage Reflex save for half damage DC 27) or a cone of slow gas. Creatures within the must succeed at a Fortitude save (DC 27) or be slowed for 1d6 rounds plus 8 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 young adult or older dragon 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 240 feet are subject to the effect if they have fewer HD than the dragon (26).

A potentially affected creature that succeeds at a Will save (DC 27) 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.

Earth Subtype

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.