Dragon, Blue Great Wyrm (CR 24)
Gargantuan Dragon (Earth)
Alignment: Always Lawful Evil
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 44 (-4 size, +38 natural), touch 6, flat-footed 44
Hit Dice: 39d12+312 (565 hp); DR: 20/magic
Fort +29, Ref +21, Will +27
Speed: 40 ft., fly 200 ft. (clumsy), burrow 20 ft.
Space: 20 ft./15 ft. (20 ft. with bite)
Base Attack +39; Grapple +65
Attack: 1 Bite +49, 2 claws +44, 2 wings +44, 1 Tail Slap +44, 1 crush +44, 1 Tail sweep +44 melee; Breath +49 ranged
Damage: 1 bite 4d6+14, 2 claws 2d8+7, 2 wings 2d6+7, 1 tail slap 2d8+21, 1 crush 4d6+21, 1 tail sweep 2d6+21, Breath weapon 24d6(37)
Special Attacks/Actions: Breath weapon, fear (DC 35), SR 31
Abilities: Str 39, Dex 10, Con 27, Int 22, Wis 23, Cha 22
Special Qualities: Mirage arcana, Veil, Hallucinatory terrain, Ventriloquism, Electricity immunity, create/destroy water, Sound imitation, CL 17
Feats: #Feats: 14
Skills: Skill points: 240
Advancement: 40+ HD (Gargantuan)
Climate/Terrain: Temperate and warm desert and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure: Double Standard
Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning (Reflex save DC 37 for half damage), damage 24d8. 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.
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 360 feet are subject to the effect if they have fewer HD than the dragon (39).
A potentially affected creature that succeeds at a Will save (DC 35) 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.
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 35) 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.