Morgawr (Sea Giant, Black Serpent, Brine King)
Colossal+ Dragon (Water)
Hit Dice: 70d12+1,400 (2,240 hp)
Initiative: +10 (+2 Dex, +8 Superior Initiative)
Speed: 20 ft. (4 squares), swim 110 ft.
Armor Class: 73 (–8 size, +2 Dex, +71 natural), touch, flat-footed
Base Attack/Grapple: +70/+108
Attack: Bite +87 melee (8d6+25 damage)
Full Attack: Bite +87 melee (8d6+25 damage)
Space/Reach: 60 ft./50 ft.
Special Attacks: Capsize, constrict, improved grab, spell-like abilities, swallow whole
Special Qualities: Damage resistance 45/epic, fast healing 3, frightful presence, spell resistance 58, water breathing
Saves: Fort +57, Ref +39, Will +52
Abilities: Str 60 +25, Dex 15 +2, Con 50 +20, Int 30 +10, Wis 32 +11, Cha 30 +10
Skills: Bluff +75, Concentration +93, Diplomacy +42, Gather Information +40, Hide +77, Intimidate +77, Knowledge (arcana) +83, Knowledge (history) +83, Knowledge (nature) +83, Knowledge (religion) +83, Knowledge (the planes) +83, Listen +41, Move Silently +77, Search +80, Sense Motive +81, Spellcraft +87, Spot +84, Survival +83, Use Magic Device +12
Feats: Cleave, Combat Casting, Enlarge Spell, Extend Spell, Greater Spell Penetration, Improved Initiative, Magical Aptitude, Maximize Spell, Power Attack, Silent Spell, Still Spell, Spell Penetration, Stealthy, Weapon Focus (bite)
Epic Feats: Armor Skin, Epic Weapon Focus (bite), Epic Will, Fast Healing, Improved Metamagic, Improved Spell Capacity x6 (B), Spell Knowledge x3, Superior Initiative, Tenacious Magic
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 42
Treasure: Triple standard
Alignment: Chaotic evil
Advancement: -
For as long as even the longest-lived elf-lord or elder dragons can remember, possibly since even the beginning of time itself, and possibly even before, the monster known as Morgawr (Elven for "sea giant") has dwelt in the seas and oceans of the world. Sailors from every nation across the globe know and fear the reputation of this dreaded leviathan of the deeps. When a massive bed of kelp appears floating on the surface of the sea miles from land, they shudder, for this is the hoary mane of Morgawr himself.
Morgawr is a hideous creature. Believed to be father of the draconic sub-race known as sea serpents, he appears much as does one of those creatures. His skin is covered in huge, ragged scales of the hardness of stone and the color of the darkest ebony, his neck covered with a long and shaggy mane of a greenish color that almost appears to be a mass of rotting, slimy kelp. Hundreds of needle-thin, razor-edged fangs line the cavernous mouth of the huge beast.
Over 300 years ago, the fallen empire of Samarkanda lost their entire fleet of warships to the jaws of the Black Serpent. Since that time, countless adventurers have tried - and failed - to slay the mighty serpent. Most all parties have been slaughtered to a man. Only three individuals are known to have ever survived an encounter with the dread beast. It seems likely that Morgawr will continue to cruise the seas until the end of time itself.
Morgawr speaks Abyssal, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, and Orc, although he scarcely ever pauses to converse with his intended victims.
Capsize (Ex): Morgawr’s vast bulk automatically capsizes any vessel less than 50 ft. long that he surfaces under. He has a 75% chance to capsize a vessel from 50-90 feet long, and a 50% chance to capsize one over 90 feet long.
Constrict (Ex): Morgawr deals 7d8+12 damage to any opponent, inflicted upon a successful grapple check.
Improved Grab (Ex): To use this ability, Morgawr must hit with his bite attack. If it is an individual who is bitten, he will use his swallow whole ability; if it is a ship, he will use constriction.
Swallow Whole (Ex): Morgawr may attempt to swallow any Huge or smaller opponent. Once swallowed, the creature takes 7d8+12 Str bonus points of crushing damage plus 7d8+8 points of acid damage per round. A swallowed creature can fight its way out by inflicting (HD) points of damage to Morgawr internally. He may swallow up to five opponents at once.
Spell-Like Abilities: 12/day–dispel magic; 3/day–commune with nature; 1/day–control water, control weather, entangle. Caster level 39th, 43rd vs. spell resistance; save DC 20+spell level.
Frightful Presence (Ex): 660-ft. radius, HD 70 or less, Will DC 55 negates.
Water Breathing (Ex): Morgawr can breathe underwater indefinitely and can freely use his spells and other abilities while submerged.
Sorcerer Spells Known (6/12/9/8/8/9/8/8/7/9/1/1/1/1/1/1; base DC 20+spell level): 0–acid splash, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, open/close ; 1–chill touch, hold portal, mage armor, magic missile, obscuring mist, ray of enfeeblement, shield, summon monster I ; 2–darkness, fog cloud, gust of wind, Melf’s acid arrow, resist energy (acid), spectral hand, summon monster II, whispering wind; 3–haste, sleet storm, slow, summon monster III, vampiric touch, wind wall; 4–dimensional anchor, Evard’s black tentacles, illusory wall, solid fog, wall of ice; 5–cloudkill, cone of cold, dream, mirage arcana, nightmare, waves of fatigue; 6– acid fog, mislead, Otiluke’s freezing sphere, true seeing, veil; 7–force cage, simulacrum, summon monster VII, vision; 8–demand, dimensional lock, horrid wilting, polar ray; 9–gate, imprisonment, refuge, summon monster IX.
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How's that for epic?

He's my first real experiment with the ELH, now that it's in the SRD. He exemplifies the reason that it's generally a good thing that dragons (at least "true" dragons) are so rare in my homebrew - they're almost all this tough. I just don't really have the others written up yet.