from the OP
http://www.wizards.com/default.asp?x=dnd/ei/20040109aGravewyrm
[spoiler]Huge Dragon
Hit Dice: 60d12+1020 (1,410 hp)
Initiative: +28
Speed: 90 ft. (18 squares), fly 150 (30 squares) (perfect)
Armor Class: 58 (-2 size, +20 Dex, +20 natural, +10 insight), touch 38, flat-footed 38
Base Attack/Grapple: +60/+84
Attack: Bite +74 melee (2d8+16)
Full Attack: Bite +74 melee (2d8+16) and 4 claws +72 melee (2d6+8) and 2 wings +72 melee (1d8+8) and 3 tails +72 melee (2d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, command undead, death knell aura, energy drain, spell-like abilities
Special Qualities: Blindsight 120 ft., damage reduction 25/epic and good and silver, darkvision 60 ft., immunities (death effects, paralysis, sleep), low-light vision, negative energy affinity, resistance to acid 30, cold 30, electricity 30, spell resistance 56
Saves: Fort +49, Ref +52, Will +46
Abilities: Str 42, Dex 50, Con 44, Int 33, Wis 38, Cha 56
Skills: Balance +26, Bluff +86, Concentration +80, Decipher Script +74, Diplomacy +98, Gather Information +29, Hide +12, Intimidate +92, Jump +22, Knowledge (arcana) +74, Knowledge (architecture and engineering) +74, Knowledge (history) +74, Knowledge (local) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +77, Sense Motive +77, Spellcraft +80, Spot +77, Tumble +83, Use Magic Device +86
Feats: Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Dodge, Great Cleave, Improved Combat Reflexes, Improved Initiative, Improved Sunder, Improved Whirlwind Attack, Mobility, Multiattack, Power Attack, Quicken Spell-Like Ability (inflict critical wounds), Quicken Spell-Like Ability (heal), Spellcasting Harrier, Spring Attack, Superior Initiative, Undead Mastery, Whirlwind Attack, Zone of Animation
Environment: Any battlefield or graveyard
Organization: Solitary
Challenge Rating: 45
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 61-80 HD (Huge), 81-130 HD (Gargantuan), 131-180 HD (Colossal)
Level Adjustment: --
This pallid creature looks like a long, skeletally thin dragon. Its head has large, lidless, solid white orbs for eyes, and numerous bones that look almost like ribs protrude along its head and shoulders. The creature's mouth is more like a cruelly hooked beak, and it contains three long rows of bony ridges instead of teeth. A massive pair of wings with hundreds of tiny bone barbs along the edges fan from its back, and it balances on its legless body. Its body eventually splits into three separate tails, each of which is covered with numerous bony barbs like those on the wings. The cloying stink of open graves exudes from the creature, and lumps of soggy earth seem constantly to dribble from its body.
The gravewyrm is a truly fearsome foe that lurks in massive graveyards and battlefields found on the Outer Planes, particularly those found on the Lower Planes where the Blood War has raged for countless eons. This dragon feeds on the negative energy that animates undead creatures, and while one may suppose that its ravenous appetite for the undead might make it an ally of good, nothing could be further from the truth. The gravewyrm prefers freshly created undead, and it takes great delight in transforming living victims into undead so it can feast on their dead twitching bodies.
Yet gravewyrms are not driven solely by hunger. They are quite intelligent and have forceful, imposing personalities. Many gravewyrms establish massive empires on the sites of huge battlefields or planar necropolises, where they are served by their own armies of undead deemed too old for proper consumption. Many gravewyrms seek portals to the Material Plane and send their undead armies through to harvest the living; countless civilizations through the ages have been depopulated in a manner of weeks by these unholy attentions.
Gravewyrms prefer to speak Draconic, but they usually know a large number of additional languages as well.
Combat
Although gravewyrms are empire builders, they relish the act of combat since it is the best way to get to fresh undead created by its breath weapon. As a result, they are quick to enter a battle alongside their undead minions rather than direct the battle from afar. In combat, a gravewyrm opens with its breath weapon and then follows up with its physical attacks. A gravewyrm often deliberately surrounds itself with its foes so it can make full use of feats like Improved Whirlwind Attack. Its spell-like abilities are used against those few foes it has trouble dealing with in physical combat, and the abilities also help it prepare itself for battle.
Breath Weapon (Su): 90-ft. cone of negative energy, damage 3d6 negative levels; Reflex DC 57 half. The save DC is Constitution-based.
Command Undead (Su): A gravewyrm commands undead as a 60th-level cleric. It can use this ability at will.
Death Knell Aura(Su): Any living creature reduced to negative hit points within a 30-foot-radius of a gravewyrm must make a Fortitude save (DC 57) or immediately suffer the effects of a death knell as if cast by the gravewyrm at caster level 60. The save DC is Constitution-based.
Energy Drain (Su): Living creatures hit by a gravewyrm's melee attacks gain four negative levels. The DC is 63 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the gravewyrm gains 5 temporary hit points.
Spell-Like Abilities: At will -- detect undead, displacement, greater teleport, haste, inflict critical wounds (DC 27). 3/day -- destruction (DC 30), heal, harm (DC 29), wail of the banshee (DC 32). 1/day -- demise unseen (DC 33). Caster level 60th. The save DCs are Charisma-based.
Negative Energy Affinity (Ex): Negative energy damage heals a gravewyrm as if it were an undead creature.[/spoiler]
ninja'd