Note: At the beginning of the combat, Dekrasode had the following spells/effects in play:
*CL 15- Exquisite matter, true seeing, ultimate concentration, elasticity, fire shield, stoneskin, Jerakai’s embrace, bear’s endurance, bull’s strength, eagle’s splendor, mirror image, see invisibility, mage armor, shield, detect magic;
*CL 10 (from Marius)- haste
*CL 26 (from Prayzose)- mass death ward, disjunction buffer
DEKRASODE---- CR 30
Male wyrm blue dragon aristocrat 3/legendary dreadnought 6
LE gargantuan dragon (earth)
Init +4 (Combat Reflexes); Senses blindsense 60’, darkvision 120’, detect magic, keen senses, scent, see invisibility, true seeing; Listen +51, Spot +46
Aura frightful presence 330’
Languages Draconic, Thulian (extinct), Forinthian, (six more)
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AC 59, touch 7, flat-footed 49; fire shield (cold flame; 1d6+15), 7 mirror images
Hit Dice 45d12 + 3d8 + 492 (850 hp); DR 20/magic, 15/adamantine (150 points) and 3/-
Fast Healing 3
Immune death, electricity, magic missiles, Mordenkainen’s disjunction, sleep and paralysis
Resist half damage from fire (no damage on successful Ref save); SR 29
Fort +32, Ref +25, Will +33; unmovable 1/day
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Speed 70 ft., burrow 50 ft., fly 230 ft. (clumsy)
Melee bite +56/56 (4d6+25/19-20) and 4 claws +56 (2d8+8) and 2 wings +56 (2d6+8) and tail slap +56 (2d8+25)
Base Atk +42; Grp +75
Space 20 ft. (exquisite matter); Reach 25 ft. (30 ft. with bite)
Atk Options crush, tail sweep, unstoppable 2/day
Combat Gear wand of cure serious wounds (CL 15th; 33 charges), wand of fireballs (CL 10th; 29 charges), ioun stone (gives +2 enhancement bonus to con), scroll (mass heal, true resurrection, miracle)
Special Attack breath weapon
Special Actions sound imitation
Sorcerer Spells Known (CL 15, save DC 20):
7th level (5/day)*- exquisite matter, greater teleport;
6th level (8/day)*- disintegrate, greater dispel magic, true seeing;
5th level (8/day)*- lower resistance, summon monster V, ultimate concentration, wall of force;
4th level (8/day)***- bonebreak, elasticity, fire shield, stoneskin;
3rd level (8/day)*- blink, clairaudience/clairvoyance, Jerakai’s embrace, major image;
2nd level (9/day)*****- bear’s endurance, bull’s strength, eagle’s splendor, mirror image, see invisibility;
1st level (9/day)**- alarm, mage armor, magic missile, shield, unseen servant;
0th level (6/day)- detect magic, ghost sound, light, mage hand, mending, message, prestidigitation, read magic, resistance.
*Each asterisk indicates one spell that has already been cast. The number per day indicated does not account for pre-cast spells (so, for example, Dekrasode begins play with 5 remaining 4th-level spells for the day).
Spell-like Abilities (CL 15): 3/day- create/destroy water, ventriloquism; 1/day- hallucinatory terrain, veil.
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Str 44, Dex 10, Con 30, Int 28, Wis 24, Cha 31
Feats Ability Focus (breath weapon), Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Multiattack, Leadership, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Recover Breath, Shock Wave
Epic Feats Epic Prowess, Fast Healing
Skills Balance +4, Bluff +52, Concentration +69 (ultimate concentration), Diplomacy +56, Disguise +52 (+56 acting in character), Escape Artist +39, Forgery +20, Hide +23, Intimidate +65, Jump +21, Knowledge (history) +48, Listen +51, Search +48, Sense Motive +46, Sleight of Hand +4, Spellcraft +54, Spot +46, Survival +7 (+11 tracking), Swim +24, Tumble +25 ½, Use Magic Device +61, Use Rope +0 (+4 if involving bindings)
Possessions combat gear plus amulet of natural armor +5, ring of protection +4
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Frightful Presence (Ex): Whenever Dekrasode attacks, charges or flies overhead, all creatures of 48 HD or less within 330’ must make Will saving throws (DC 38) or become shaken for 4d6 rounds.
Breath Weapon (Su): Dekrasode’s breath weapon is a 120’ line of lightning that deals 22d8 points of electricity damage (Ref half, DC 40). After he uses his breath weapon, he must wait 1d4-1 rounds (minimum 1) before using it again. Dekrasode has several metabreath feats. He can maximize his breath weapon, which adds +3 rounds to its recharge time. He can quicken his breath, allowing him to use it as a free action, which adds +4 rounds to its recharge time. He cannot use both metabreath feats at once.
Crush (Ex): As a standard action, Dekrasode can land on opponents, using his whole body to crush them. This attack only works on Medium and smaller creatures. All such creatures must make Ref saves, DC 40, or be pinned and suffer 4d6+25 points of damage. If Dekrasode chooses to maintain his pin on them, treat this as a normal grapple. Each round, he deals crush damage again to all pinned victims.
Tail Sweep (Ex): As a standard action, Dekrasode can sweep a half-circle with a radius of 30’ (extending from any intersection in his space) with his tail. All small and smaller creatures affected suffer 2d6+25 points of damage (Ref half, DC 40).
Unmovable (Ex): Dekrasode can take a +20 bonus to a check to avoid being grabbed via the improved grab ability, a str check to avoid the effects of a bull rush, trip or similar effect, a str check against any one effect that would move him physically or any one saving throw.
Unstoppable (Ex): Dekrasode can take a +20 bonus to a str check to break a barrier. It can also be applied to a single attack roll.
***
This is Dekrasode's unique spell:
Exquisite Matter
Transmutation
Level: 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
This spell changes you into a strange form of exquisite matter. While not incorporeal, you do not need a significant amount of space to move and act normally. Even a colossal creature can act normally in an area big enough only for one tiny creature.
While in this form of exquisite matter, you will fill a space up to your normal size and no larger. You may fill oddly shaped areas (a gargantuan creature in a 5’x20’ hall would fill the whole thing, for example). You may freely overlap the spaces of other creatures without hindrance to yourself; they, however, are considered to be squeezing. You may not choose not to fill as large of a space as possible, up to your normal size (in other words, you will "squeeze down" to fit inside smaller spaces, but cannot voluntarily shrink).