Great Wyrm Dzalmus Dragon Archmage
Orange County Chompers Female great wyrm dzalmus dragon Archmage1/Ftr1: CR 24; AL CE; Size H; Huge Dragon (Air)

AC 44 (-4 size, +36 natural; touch 8, flat-footed 44)
HD 1d10+8 plus 37d12+296; hp 758
Init +4 (+4 Improved Initiative)
SV Fort +28, Ref +20, Will +28

Spd 60 ft. (12 squares), fly 250 ft. (clumsy)
Atk +46 melee (2d8+11, crit. 19-20/x2, bite)
Full Atk +46 melee (2d8+11, crit. 19-20/x2, 3 bites) and +41 melee (2d6+5, crit. 20/x2, 2 claws) and +41 melee (2d6+16, crit. 20/x2, tail slap)
BAB +37; Grapple +56

Space/Reach 15 ft./10 ft. (15 ft. with bite)
SA Breath weapon, crush 2d8+16, frightful presence, mastery of shaping
SQ Blindsense 60 ft., damage reduction 20/magic, immunities, keen senses
SR 31
Abilities: Str 33, Dex 10, Con 27, Int 28, Wis 27, Cha 24
Languages: Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Infernal
Skills and Feats: Climb +34, Concentration +49, Diplomacy +51, Escape Artist +40, Intimidate +47, Jump +34, Knowledge (arcana) +50, Knowledge (the planes) +49, Knowledge (religion) +49, Listen +49, Search +49, Sense Motive +48, Spellcraft +62, Spot +49, Use Magic Device +47; Automatic Quicken Spell x2, Easy Metamagic (Intensify Spell), Empower Spell, Epic Skill Focus (Spellcraft), Epic Spell Penetration, Greater Spell Penetration, Heighten Spell, Improved Critical (bite), Improved Initiative, Improved Metamagic, Intensify Spell, Maximize Spell, Multiple Head Casting x2, Multispell, Quicken Spell, Spell Focus (Evocation), Spell Focus (Illusion), Spell Penetration
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.
Breath Weapon (Su): A dzalmus dragon has a 50-ft. cone of vampiric life-draining gas (12d8; DC 36 Ref half). Every creature within the gas must succeed on a DC 36 Fort save or take 12 points of Constitution damage and make another such save 1 minute later or take the same amount of damage.
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
A crush attack deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down).
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 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a DC 35 Will save remains immune to that dragon's frightful presence 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.
Immunities (Ex): Enchantment, sleep and paralysis effects.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Spell-Like Abilities: 1/day—chain lightning, fog cloud, pass without trace, slow, storm of vengeance, whirlwind. Caster level 37th.
Skills: *A dzalmus gains a +10 on Hide checks in grassland environments.
Sorcerer Spells Known (0-level: 6; 1st: 8; 2nd: 8; 3rd: 8; 4th: 7; 5th: 7; 6th: 6; 7th: 6; 8th: 6; 9th: 6)
DC to Resist: 17 + spell level
DC to Resist (Evocation and Illusion): 18 + spell level
Caster Level: 20th; Overcome Spell Resistance: d20+26; Primary Ability Score: Charisma

0-level—arcane mark, assess creature, detect magic, flare, ghost sound, mage hand, mending, open/close, read magic. 1st—feather fall, magic missile, protection from good, ray of enfeeblement, shield. 2nd—acid arrow, blur, cat's grace, resist energy, scorching ray. 3rd—hamatula barbs, haste, legion's curse of impending blades, massive missile. 4th—elemental explosion, gird the warrior, grim revenge, legion's undeniable gravity. 5th—greater wings of air, hold monster, legion's fire shield, oblivion skull. 6th—concussion cone, greater dispel magic, legion's energy weapon sheathe. 7th—delayed blast fireball, greater energy perforator, greater teleport. 8th—elemental pillar of clouting, maximum missile, wyrm's strength. 9th—elemental ray, hellfire, weird.