How about this guy?
Dragon (CL 20 / 64,920 XP)
This stat block is for the classical "giant, flying, fire-breathing brute," rather than for sophisticated riddle-telling tea-drinkers. To make a sophisticated riddle-telling tea-drinker, increase the Int to 18, giving the dragon five additional trained skills (presumably in the Knowledge or Perform arenas, or Spellcraft if you want it to cast spells). You can also give your dragon levels in Scholar or other appropriate classes.
Huge Beast (dragon) 20
Sanity Loss 1/1d10
Init +15; Senses Perception +19, Low-Light Vision, Darkvision, Scent
DR 10/magic; Immune fire; Resistance Spells +15
Defenses Ref 20 (flat-footed 20), Fort 17, Will 14
hp 210; Threshold 27
Speed 8 squares, fly 30 squares
Melee bite +26 (2d6+21) and 2 claws +26 (1d8+21) and tail slap +26 (1d8+21) plus snatch or
Melee crush +21 (1d10+21) area effect: 3 squares x 3 squares
Ranged flame breath +17 (6d6+10) area effect: 10 square cone or 20 square line plus catch fire
Fighting Space 3 squares x 3 squares; Reach 2 squares
Base Atk +15; Grp +36 (+10 size)
Abilities Str 33/+11, Dex 10/+0, Con 23/+6, Int 2/-4, Wis 19/+4, Cha 18/+4
Feats Cleave, Improved Defenses, Power Attack, Skill Focus (Perception), Skill Training (Acrobatics), Skill Training (Initiative), Weapon Familiarity (Natural Weapons), Weapon Focus (breath weapon)
Skills Acrobatics +15, Initiative +15, Perception +19, Survival (tracking) +19
Crush A dragon may attempt to land (or jump) upon its foes, crushing them under its body. Moving into its foes' space provokes an attack of opportunity. If the crush attack is successful, the targets take the crush damage immediately, are considered pinned, and begin to suffocate. They continue to take the crush damage every round until the dragon moves, at which point they are left prone in the square they occupied when they were attacked. Any foe that is not hit by the crush attack is immediately moved out of the crush-effect square to the nearest unoccupied square.
Flame Breath A dragon's flame breath may be spread in a 10-square cone or a 20-square line, automatically attacking everything within the area of effect. Any creature that takes damage from the dragon's breath catches on fire and begins to take normal fire damage on the next round (see the normal fire rules). The dragon may not use its flame breath again until 1d4 rounds have passed.
Natural Armor A dragon's thick scales give it +10 natural armor and DR 10 (bypassed by magic weapons).
Snatch A dragon that hits with a bite or claw attack may immediately attempt a grapple check against that target as a free action. If successful, the target is considered to be carried by the dragon, taking damage automatically until it escapes. The dragon is not considered grappled; a common tactic is to fly to a great height and drop the target.
Spell Resistance A dragon's inherently magical nature gives it +15 to all defense scores against the effects of spells. The dragon may choose to suppress this ability.
Tail Slap A dragon that successfully hits with its tail slap moves the target 1 square any direction as with a bull rush. The target cannot be moved into a solid object or another creature's fighting space.