Dragon, Howling Wyrm (CR 21)
Colossal Dragon (Extraplanar)
Alignment: Always chaotic evil or chaotic
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 40 (-8 size, +38 natural), touch 2, flat-footed 40
Hit Dice: 39d12+390 (643 hp); DR: 40/epic
Fort +31, Ref +23, Will +27
Speed: 60 ft., fly 200 ft. (clumsy)
Space: 30 ft./20 ft. (30 ft. with bite)
Base Attack +39; Grapple +72
Attack: 1 bite +48, 2 claws +43, 2 wings +43, 1 tail slap +43, 1 crush +43, 1 tail sweep +43
Damage: 1 bite 4d8+17, 2 claws 4d6+8, 2 wings 2d8, 1 tail slap 4d6, 1 crush 4d8, 1 tail sweep 2d8
Special Attacks/Actions: Breath weapon 22d10 (39)
Abilities: Str 45, Dex 10, Con 31, Int 28, Wis 23, Cha 28
Special Qualities: Sonic Immunity, shatter, sound burst, Gust of wind, Tashas hideous laughter, Confusion, wind wall, Phantasmal killer, shout, Insanity, whirlwind, SR 35, Fear aura (DC 38)
Feats: #Feats: 14
Skills: Skill points: 585
Advancement: 40-41 HD (Colossal)
Climate/Terrain: Any land and underground (Pandemonium)
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 howling dragon has two types of breath weapon, a cone of howling sound that deals sonic damage, or a cone of maddening wails. Creatures within the area of the maddening wails effect must succeed on a Fortitude save or take 1 point of Wisdom damage per age category of the dragon. On the plane of Pandemonium, where screaming winds restrict sound and hearing, both effects are limited to a 10-foot cone.
Spell-Like Abilities: 3/day - Tasha's hideous laughter, wind wall; 1/day - confusion, gust of wind, insanity, phantasmal killer, shatter, shout, sound burst, symbol of insanity, weird, whirlwind.
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.