Dragon, Chole Great Wyrm (CR 25)
AC: 21 (-8 size, +19 natural) touch 2, flat-footed 21
Hit Dice: 39d12+624 (877 hp); DR: 20/lawful and 5/-
Fort +37, Ref +21, Will +27
Speed: 40 ft., climb 40 ft., swim 90 ft.
Space: 80 ft./15 ft.
Base Attack +39; Grapple +71
Attack: 1 bite +47, 2 claws +42, 2 wings +42, 1 tail slap +42, 1 crush +42, 1 tail sweep +42
Damage: 1 bite 4d8+16, 2 claws 4d6+8, 2 wings 2d8, 1 tail slap 4d6, 1 crush 4d8, 1 tail sweep 2d8
Special Attacks/Actions: Breath weapon 4d6 (45)
Abilities: Str 43, Dex 10, Con 43, Int 26, Wis 23, Cha 34
Special Qualities: Spell-like ability, tentacles, Fast healing 15, spell-like ability, Spell-like ability, SR 29, Fear aura (DC 41)
Feats: #Feats: 14
Skills: Skill points: 318
Advancement: 39+ HD
Climate/Terrain: Infinite Layers of the Abyss
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
Breath Weapon (Su): A chole dragon has one type of breath weapon, a cone of poisonous insanity vapors. All within the area of effect suffer the listed amount of Wisdom and Charisma damage on failed Fortitude saves. As with normal poisons, another save against the same DC is required a minute later to avoid suffering the same Wisdom and Charisma damage again.
Tentacles (Ex): A chole dragon always has four, seven, nine, or thirteen tentacles, determined at random. This number is not related to its age category or size. Regardless of the number, only two of the tentacles are under the dragon's control, while the others writhe and squirm constantly. As a result, a chole dragon can only make two tentacle attacks per round. A chole dragon has poor command of its tentacles, and can only designate which creatures the tentacles should not attack (although it rarely bothers to do this). The tentacles attack up to two random opponents each round. The size of the chole dragon determines how much damage its tentacles deal and their reach.
In addition, the number of tentacles the chole dragon possesses determines the type of damage its tentacles deal. Razor-sharp bony ridges cover all of a four-tentacled chole dragon's tentacles, causing it to deal slashing damage. Needlelike spikes protrude from all of a seven-tentacled chole dragon's tentacles, causing it to deal piercing damage. A mixture of bony ridges and spikes cover all of a nine-tentacled chole dragon's tentacles, causing it to deal both piercing and slashing damage. All of the tentacles of a thirteen-tentacled chole dragon end in thick, pulpy tumors, causing them to deal bludgeoning damage.
Spell-Like Abilities (Sp): The chole dragon's spell-like abilities depend on its number of tentacles.
Four tentacles: 3/day - fly (adult and older), touch of idiocy (old and older); 1/day - blasphemy (ancient and older), magic circle against law (wyrmling and older), Mordenkainen's disjunction (great wyrm).
Seven tentacles: 3/day-darkness (old and older), slow (adult and older); 1/day-dominate monster (great wyrm), fly (wyrmling and older), word of chaos (ancient and older).
Nine tentacles: 3/day - levitate (old and older), fireball (adult and older); 1/day-dispel magic (wyrmling and older), repulsion (ancient and older), weird (great wynn).
Thirteen tentacles: 3/day - magic circle against good (adult and older), mirror image (old and older); 1/day - destruction (ancient and older), haste (wyrmling and older), time stop (great wyrm).
Mute (Ex): Chole dragons do not and cannot speak or make any sort of vocalization. The reason for this remains a mystery.
Runes (Ex): A chole dragon has, somewhere on its body, a number of softly glowing runes equal to the number of its tentacles. The runes do not provide enough light to see by. They change placement on the dragon at random, sometimes appearing large and in a prominent location, and other times hiding amid the folds of the creature's hide. Each rune is a symbol in the Abyssal tongue, but all of the runes together on a particular chole dragon never form a known word.
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.