Dragon, Beast Great Wyrm (CR 23)

Colossal Dragon (Extraplanar)
Alignment: Always good (neutral or chaoti
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic


AC: 40 (-8 size, +38 natural), touch 2, flat-footed 40
Hit Dice: 38d12+418 (665 hp); DR: 20/magic
Fort +31, Ref +21, Will +32
Speed: 40 ft., burrow 10 ft., fly 200 ft. (clumsy)
Space: 80 ft./15 ft.
Base Attack +39; Grapple +69
Attack: 1 bite +45, 2 claws +40, 2 wings +40, 1 tail slap +40, 1 crush +40, 1 tail sweep +40
Damage: 1 bite 4d8+14, 2 claws 4d6+7, 2 wings 2d8, 1 tail slap 4d6, 1 crush 4d8, 1 tail sweep 2d8
Special Attacks/Actions: Breath weapon 24d4 (39)
Abilities: Str 39, Dex 10, Con 31, Int 26, Wis 33, Cha 26
Special Qualities: Track, immunity to cold and electricity, jump, Alternate form, Gore attack, Powerful charge, Regenerate, SR 36, Fear aura (DC 37)
Feats: #Feats: 13
Skills: Skill points: 310
Advancement: 40+ HD (Colossal)
Climate/Terrain: Any land and underground (Wilderness of the Beastlands)
Organization: Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, juvenile, or young adults), family (pair of mature adults and 1d4+1 offspring)
Treasure/Possessions: Triple Standard

Source: Dragon #321

Breath Weapon (Su): A beast dragon has one type of breath weapon, a cone comprised of cold and electricity. The breath weapon's damage is one-half cold and one-half electricity. A creature in the area of the cone may make a Reflex save to take half the cold damage and half the electricity damage.

Track: Wyrmling beast dragons gain Track as a bonus feat.

Scent (Ex): Very young beast dragons develop the scent ability.

Alternate Form (Su): A juvenile or older beast dragon can assume any animal or magical beast form of Large-size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on it by a 10th-level caster, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or magical beast. The dragon can remain in its animal or magical beast form until it chooses to assume a new one or return to its natural form.

Gore Attack (Ex): In addition to all its normal natural attacks, a young adult or older beast dragon can make a gore attack with its horn. This is a secondary natural attack dealing the listed damage plus half the dragon's Strength bonus.

Powerful Charge (Ex): An old or older beast dragon typically begins a battle by charging at an opponent, lowering its head to bring its horn into play. In addition to the normal benefits and hazards of a charge, this allows the beast dragon to make a single gore attack at the dragon's highest attack bonus that deals the indicated damage.

Spell-like Abilities: 3/day - jump, 1/day - regenerate.

Skills: Balance, Hide, Jump, Move Silently, and Survival are considered class skills for beast dragons. Beast dragons receive a +4 racial bonus on Survival checks made to track a creature.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.