Aspect of Kord (CR 11)

Large Outsider (Chaotic, Extraplanar, and Good)
Alignment: Always chaotic good
Initiative: +7; Senses: darkvision 60 ft., Listen +20, and Spot +20


AC: 21 (-1 size, +4 Dex, +8 natural), touch 13, flat-footed 17
Hit Dice: 14d8+70 (133 hp); DR: 5/epic
Fort +14, Ref +13, Will +12
Speed: 50 ft.
Space: 10 ft./10 ft.
Base Attack +14; Grapple +26
Attack: +1 greatsword +24 melee
Full Attack: +1 greatsword +24/+19/+14 melee
Damage: +1 greatsword 3d6+12/19-20
Special Attacks/Actions: -
Abilities: Str 27, Dex 18, Con 21, Int 17, Wis 16, Cha 18
Special Qualities: Barbarian rage,
Feats: Blind-fight; Cleave; Improved Initiative; Power Attack; Weapon Focus (greatsword)
Skills: Balance +23, Climb +25, Diplomacy +6, Intimidate +21, Jump +3S, Listen +20, Search +20, Sense Motive +20, Spot +20, Survival +20 (+22 following tracks), Swim +25, and Tumble +23
Advancement:
Climate/Terrain: Heroic Domains of Ysgard
Organization: Solitary
Treasure/Possessions: None

Source: Miniatures Handbook

An aspect of Kord's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Barbarian Rage (Ex): Once per day, an aspect of Kord can fly into a barbarian rage, just like a 1st-level barbarian. The rage lasts 10 rounds.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

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.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).