Dragon, Sapphire Ancient (CR 10)
AC: 27 (-1 size, +15 natural, +3 Dex), touch 12, flat-footed 24
Hit Dice: 17d12+51 (161 hp); DR: 5/magic
Fort +13, Ref +13, Will +13
Speed: 40 ft., fly 150 ft. (poor), burrow 15 ft., swim 10 ft.
Space: 10 ft./5 ft. (10 ft. with bite)
Base Attack +17; Grapple +25
Attack: 1 Bite +20, 2 claws +15, 2 wings +15, 1 Tail Slap +15 melee; Breath +20 ranged
Damage: 1 bite 2d6+4, 2 claws 1d8+2, 2 wings 1d6+2, 1 tail slap 1d8+6, Breath weapon 10d4 (21)
Special Attacks/Actions: Breath Weapon 10d4 (21); fear (DC 21), SR 19
Abilities: Str 19, Dex 16, Con 17, Int 16, Wis 17, Cha 16
Special Qualities: Electricity immunity, spider climb, sense psychoportation
Feats: #Feats: 6
Skills: Skill points: 57
Advancement: 18-19 HD (Large)
Climate/Terrain: Inner Planes, underground
Organization: Solitary or clutch (2-5)
Treasure/Possessions: Double Standard
Monster Manual II
Breath Weapon (Su): A sapphire dragon breathes a cone of nearly inaudible sonic energy. In addition to making a Reflex saving throw (DC 32) against sonic damage (20d4), each creature within the cone must succeed at a Will save (same DC) or become panicked for 1d4 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): An ancient 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 300 feet are subject to the effect if they have fewer HD than the dragon (32 HD).
A potentially affected creature that succeeds at a Will save (DC 31) 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 Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.