Dune Winder (CR 10)

Huge Magical Beast
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., tremorsense 60 ft., Listen +8, and Spot +8

AC: 21 (-2 size, +2 Dex, +11 natural), touch 10, flat-footed 19
Hit Dice: 12d10+48 (114 hp)
Fort +12, Ref +10, Will +5
Speed: 50 ft., burrow 20 ft.
Space: 15 ft./10 ft.
Base Attack +12; Grapple +28
Attack: Bite +18 melee
Full Attack: Bite +18 melee
Damage: Bite 2d8+12
Special Attacks/Actions: Breath weapon, death throes, improved grab, poison, shred
Abilities: Str 26, Dex 15, Con 19, Int 5, Wis 12, Cha 12
Special Qualities: immunity to dessication and fire, vulnerability to cold
Feats: Alertness; Awesome Blow; Improved Bull Rush; Power Attack; Snatch
Skills: Hide +2*, Listen +8, Spot +8, and Survival +6
Advancement: 13-18 HD (Huge); 17-36 HD (Gargantuan)
Climate/Terrain: Warm deserts
Organization: Solitary
Treasure/Possessions: Standard

Source: Sandstorm

Breath Weapon (Su): 60-ft. line, once per hour, 10d6 fire, Reflex DC 20 half. The save DC is Constitution-based.

Death Throes (Ex): When killed, a dunewinder explodes in a blast of spiked flesh that deals 12d4 points of piercing damage to everything within 60 feet (Reflex half DC 20). The save DC is Constitution-based. In addition, all creatures injured by this attack must make Fortitude saves or be poisoned (see Poison, below).

Improved Grab (Ex): To use this ability, a dunewinder must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it can shred its opponent.

Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Shred (Ex): On a successful grapple check, a dunewinder crushes the creature it has grabbed, dealing 3d4+12 points of piercing damage. In addition, the bristles inject poison into the wounds.

Immunity to Dessication (Ex): A dunewinder has immunity to any spell or effect that deals magical dessication damage, as well as to any damage that results from failed Constitution checks to resist the effects of dehydration. A dunewinder cannot become dehydrated.

Skills: Dunewinders have a +8 racial bonus on Hide checks. *In a sandy environment, this bonus increases to +12.

Dunewinders do not have the wide maw of other serpentine creatures, so they "tenderize" a meal before consuming it. Generally a dunewinder lies in ambush, using its natural coloration to blend in with the sand. When it attacks, it rears up suddenly to blast prey with its breath weapon. It then wraps around the victim, shredding it with its poisonous bristles.