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Ancient Blue Dragon CR 18 (XP 153,600)
LE Gargantuan dragon (earth)
Init +3; Senses dragon senses; Perception +32
Aura electricity (10 ft., 2d6 electricity), frightful presence (300 ft., DC 27)
Defense
AC 37, touch 5, flat-footed 37 (–1 Dex, +32 natural, –4 size)
hp 324 (24d12+168)
Fort +21, Ref +13, Will +19
DR 15/magic; Immune electricity, paralysis, sleep; SR 29
Offense
Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +33 (4d6+18/19–20), 2 claws +32 (2d8+12), 2 wings +30 (2d6+6), tail slap +30 (2d8+18)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft. line, DC 29, 20d8 electricity), crush, desert thirst (DC 27), mirage, storm breath (DC 29, 20d8 electricity), tail sweep
Spell-Like Abilities (CL 24th)
At will—ghost sound (DC 15), hallucinatory terrain (DC 19), minor image (DC 16), veil, ventriloquism (DC 16)
Spells Known (CL 13th)
6th (4/day)—forceful hand, mislead
5th (7/day)—dream, persistent image, hold monster (DC 20)
4th (7/day)—dimension door, enervation, fire shield, stoneskin
3rd (7/day)—dispel magic, displacement, haste, vampiric touch
2nd (7/day)—darkness, false life, invisibility, resist energy, shatter
1st (7/day)—alarm, mage armor, shield, true strike, unseen servant
0 (at will)—arcane mark, bleed (DC 15), detect magic, light, mage hand, mending, message, read magic, resistance
Statistics
Abl Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
Base Atk +24; CMB +40; CMD 49 (53 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Shatter Defenses, Weapon Focus (bite)
Skills Bluff +32, Fly +10, Intimidate +32, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (local) +32, Knowledge (geography) +32, Perception +32, Spellcraft +32, Stealth +14, Survival +32
Languages Auran, Common, Draconic, Giant, Ignan, Infernal
SQ sound imitation
Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them. They prefer to lair near those that they control, sometimes even within the confines of a city.