Ouick Example 1:
GREAT WYRM HALF-FIEND BLACK DRAGON
_______________________________________
Gargantuan Outsider (Water, Chaotic, Evil)
Hit Dice: 56d12+504 (868 hp)
Initiative: +6
Speed: 60 ft, fly 200 ft (clumsy), swim 60 ft
AC: 45 (+2 Dex, -4 size, +37 natural)
Attacks: Bite +71 melee, 2 claws +66 melee, 2 wings +66 melee, tail slap +66 melee
Damage: Bite 4d6+19, claw 2d8+9, wing 2d6+9, tail slap 2d8+28
Face/Reach: 20 ft by 40 ft / 15 ft
Special Attacks: Breath weapon, spell-like abilities, corrupt water, charm reptiles, half-fiend spell-like abilities, frightful presence
Special Qualities: Water breathing, immunities, cold resistance 20, electricity resistance 20, fire resistance 20, DR 20/+3, blindsight, keen senses, SR 28
Saves: Fort +39, Ref +32, Will +35
Abilities: Str 48, Dex 14, Con 29, Int 24, Wis 21, Cha 26
Skills: Bluff +64, Concentration +65, Diplomacy +64, Escape Artist +58, Knowledge (arcana, geography, history, nobility, planes, religion) +63, Listen +63, Scry +63, Search +63, Sense Motive +61, Spellcraft +63, Spot +63
Feats: Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Spell Focus (Evocation), Alertness, Wingover, Quicken Spell-Like Ability, Sunder, 4 more
Challenge Rating: 24
Alignment: Always chaotic evil
SA–Breath Weapon (Su): Line of acid, 120 feet long, every 1d4 rounds; damage 24d4, Reflex half DC 47.
SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 360 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 56 HD) that succeeds at a Will save (DC 46) 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 more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
SA–Spell-Like Abilities: 3/day - darkness (radius 120 ft) and insect plague; 1/day - plant growth.
SA–Corrupt Water (Sp): Once per day this dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. This ability spoils liquids containing water. Magic items (such as potions) and items in a character's possession must succeed at a Will save (DC 44) or become fouled.
SA–Charm Reptiles (Sp): 3/day, this dragon can use this ability. It operates as a mass charm spell that works only on reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell.
SA–Half-Fiend Spell-Like Abilities: 3/day-darkness, poison, unholy aura; 1/day-desecrate, unholy blight, contagion, blasphemy, horrid wilting, summon monster IX (fiends only), destruction.
SQ–Immunities (Ex): Immune to acid, poison, sleep, paralysis.
SQ–Water Breathing (Ex): This dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 360 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 1200 feet).
Spells Known (cast 6/8/8/8/8/7/7/5; as a level 15 sorcerer): 0–detect magic, resistance, detect poison, read magic, dancing lights, ghost sound, mage hand, open/close, mending; 1–endure elements, mage armor, shield, true strike, charm person; 2–bull's strength, cat's grace, blur, endurance, fog cloud; 3–haste, dispel magic, protection from elements, slow; 4–dimension door, improved invisibility, detect scrying, confusion; 5–cloudkill, dominate person, summon monster V, teleport; 6–greater dispelling, disintegrate, programmed image; 7–spell turning, greater scrying.