Gargantuan Dragon (Earth) CR 21
Hit Dice: 33d12+231 (445 hp)
Initiative: +20 or +25 with Nerveskitter (under 24 hour duration Primal Instinct)
Speed: 40 ft., fly 200 ft. (clumsy), burrow 20 ft.
AC: 41 (-4 size, +3 Dex, +32 natural), touch 9, flat-footed 38
Base Attack/Grapple: +33/+57
Attack: 1 Bite +42, 2 claws +37, 2 wings +37, 1 Tail Slap +37
Damage: 1 bite 4d6+13, 2 claws 2d8+7, 2 wings 2d6+7, 1 tail slap 2d8+19, 1 crush 4d6+19, 1 tail sweep 2d6+19 (all magic), Breath weapon 20d8 (36)
Space: 20 ft./15 ft. (20 ft. with bite)
Special Qualities: Veil, Hallucinatory terrain, Ventriloquism, Electricity immunity, create/destroy water, Sound imitation, Caster level 13, Damage reduction 15/magic,
Soulfire, Freedom of Movement
Special Attacks: Breath weapon, fear (DC 31), SR 33
Saves: Fort +25, Ref +18, Will +23
Abilities: Str 35, Dex 16 (10), Con 31 (25), Int 20, Wis 21, Cha 20
Skills: Bluff +41, Diplomacy +45, Intimidate +43, Hide+28, Knowledge (Arcana)+41, Knowledge (The Planes)+41, Listen +41, Sense Motive+41, Spellcraft+41, Spot +41, Use Magic Device+41
Feats: Flyby Attack, Improved Initiative, Clinging Breath, Recover Breath, Power Attack, Hover, Spellcasting Harrier, Combat Reflexes, Awaken Spell Resistance, Quicken Breath, Superior Initiative, Snatch, Improved Snatch
Flaw:Shaky
Wealth: Amulet of Health +6 (32000 GP), Anklet of Translocation (1400 GP), Gloves of Dexterity +6 (32000 GP), Cloak of Resistance +5 (25 000 GP), +1 Soulfire Mithral Chainshirt barding with +1 Armor Spikes of Warning(34450 GP), Amulet of Mighty Fists +1 (6000 GP), Ring of Freedom of Movement (40 000 GP), Ring of Nine Lives (45 000 GP), Lavender and green Ioun Stone (40 000 GP) 6550 GP in gold and coins.
Thunder Breath: Standard action 20d8 electricity on 120 feet line, 1d4-1 turns to recharge, Reflex DC 36 for half. By increasing the recharge time by 1 round can choose to for it to deal additional damage in the next round to all creatures and objects affected by it. This additional damage is equal to half the damage the breath weapon dealt to that creature or object. A second save is not allowed, but any creature or object that avoided all damage from the breath weapon in the first round (such as from evasion) does not take any extra damage. As a full-round action, a targeted creature can attempt a Reflex save (using the breath weapon's original save DC) to remove the clinging breath weapon and negate further damage. Rolling around on the ground grants a +2 bonus on this save.
Anklet of Translocation: 2/day as an swift action teleport 10 feet.
Crush: if flying or jumping, land on opponents as a standard action, using its whole body to crush them. Area 20 feet by 20 feet, small or smaller opponents take 2d8+19 points of bludgeoning damage, and must succeed on a DC 36 Reflex save or be pinned.
Spellcaster Harrier: Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll.
Combat Reflexes: Can make up to 4 Attacks of opportunity per round, can make attacks of opportunity even if flatfooted.
Hover: If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Those caught in the cloud must succeed on a Concentration check (DC 20) to cast a spell.
Power Attack: Take a -X penalty on melee attack rolls to gain a +X bonus on melee damage rolls, up to -33/+33.
Create/Destroy Water (Sp): 3/day—as create water, but can also be used to destroy water. Caster level 13th; Will DC 31 negates.
Frightful Presence (Ex): 300-ft. radius, HD 32 or fewer, Will DC 31 negates. If they succeed they become immune to this for 24 hours. On a failure, creatures with 4 or less 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.
Sound Imitation (Ex): Can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on DC 31 Will saves to detect the ruse.
Spell-Like Abilities: 3/day—ventriloquism; 1/day— hallucinatory terrain, veil. Caster level 13th; save DC 15 +
spell level.
Tail Sweep (Ex): Half-circle 30 ft. in diameter, Small or smaller opponents take 2d6+18 points of bludgeoning damage, Reflex DC 36 half.
6/7//7/7/6/4 save DC 14+Spell level, Caster level 13.
0-Arcane Mark, Prestidigiation, Detect Magic, Resistance, Ray of Frost, Ghost Sound
1-Nerveskitter, Silent Image, Grease, Shield, Alarm, Bloodwind
2-Wings of Cover, Scintillating Scales, Wraithstrike, See Invisibility, Invisibility
3-Primal Instinct, Displacement, Heroism, Haste
4-Antcipate Teleportation, Enervation, Polymorph, Charm Monster
5-Teleport, Greater Mirror Image, Dominate Person
6-Anti Magic Field, Contigency
The Ancient Blue Dragon commands a powerful arsenal abilities.
Daily, Hallucinatory Terrain and Veil allows her to disguise her surroundings, while Charm Monster and Dominate Person allow her to gather minions to serve as guards, distraction or support as needed.
Contigency can prepare one spell beforehand, usually Scintillating Scales with the trigger being an enemy targeting you with a touch attack of some sort.
Polymorph can be used to hide her true form when she wants to blend in.
Enervation provides an alternate attack option most enemies won't expect from a Black Dragon.
Once prey is detected, she'll first use Invisibility and remain hidden at distance, casting Displacement, Heroism and Haste before breathing down on her prey and then charging into melee to use wraithstrike+lots of natural attacks.
Should the enemy be using heavy use of magic, the Black Wyrm can use Anti Magic Field on herself (-1 to attack and damage rolls, -3 AC -8 to Fort and Reflex, -4 AC, -5 Will, plus losing other magic buff effects), then snatch away enemy spellcasters, carrying them away in her teeth to finish them off somewhere quieter and then returning to deal with his companions some other day.
Teleport allows for an escape route should things turn sour.
The Wyrm dragon has quite a bit of leftover wealth, it's up to you to invest it in specific scrolls or wands that she can activate with Use Magic Device.
Note the lavender and green iounstone and ring of Nine Lives as extra layers of protection.