Dragon, Chaos Great Wyrm (CR 21)
Gargantuan Dragon (Extraplanar)
Alignment: Always chaotic (any)
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic and either Celestial (chaotic good and some chaotic neutral dragons only) or Abyssal (chaotic evil dragons only)
AC: 44 (-4 size, +38 natural), touch 6, flat-footed 44
Hit Dice: 38d12+418 (665 hp); DR: 20/magic and 10/law
Fort +32, Ref +21, Will +29
Speed: 60 ft., fly 250 ft. (good), swim 40 ft.
Space: 40 ft./15 ft.
Base Attack +39; Grapple +62
Attack: 1 bite +46, 2 claws +41, 2 wings +41, 1 tail slap +41, 1 crush +41, 1 tail sweep +41
Damage: 1 bite 4d6+11, 2 claws 2d8+5, 2 wings 2d6, 1 tail slap 2d8, 1 crush 4d6, 1 tail sweep 2d6
Special Attacks/Actions: Breath weapon 24d4 (40)
Abilities: Str 33, Dex 10, Con 33, Int 24, Wis 27, Cha 28
Special Qualities: Immunity to compulsion effects, Protection from law, Chaos hammer, entropic shield, Dispel law, mind fog, Word of chaos, DR 20/magic and 5/law, Mislead, Cloak of chaos, SR 38, Fear aura (DC 38)
Feats: #Feats: 13
Skills: Skill points: 272
Advancement: 40+ HD (Colossal)
Climate/Terrain: Any land and underground (Chaos of Limbo)
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: Triple Standard
Breath Weapon (Su): A chaos dragon has two types of breath weapon, a line of energy and a cone of confusion gas. The energy type of its breath weapon is determined randomly each time it uses the breath weapon by rolling d%: 01-20 acid, 21-40 cold, 41-60 electricity, 61-80 fire, 81-100 sonic. Even the dragon itself doesn't know which type of energy it will emit before it actually breathes. Creatures within the cone of confusion gas must succeed on a Will save or be confused for 1d6 rounds plus 1 round per age category of the dragon.
Spell-Like Abilities: 3/day - entropic shield, protection from law, chaos hammer; 1/day - cloak of chaos, dispel law, mind fog, mislead, word of chaos.
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.