Dragon, Axial Great Wyrm (CR 27)
Colossal Dragon (Extraplanar)
Alignment: Always lawful good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Celestial, Common, Draconic, Infernal
AC: 42 (-8 size, +40 natural), touch 2, flat-footed 42
Hit Dice: 38d12+418 (665 hp); DR: 20/magic and 10/chaotic
Fort +35, Ref +21, Will +30
Speed: 60 ft., fly 200 ft. (poor)
Space: 80 ft./15 ft.
Base Attack +39; Grapple +67
Attack: 1 bite +43, 2 claws +38, 2 wings +38, 1 tail slap +38, 1 crush +38, 1 tail sweep +38
Damage: 1 bite 4d8+12, 2 claws 4d6+6, 2 wings 2d8, 1 tail slap 4d6, 1 crush 4d8, 1 tail sweep 2d8
Special Attacks/Actions: Breath weapon 24d6 (43)
Abilities: Str 35, Dex 10, Con 39, Int 26, Wis 29, Cha 42
Special Qualities: Immunity to acid, fire and disease, arcane sight, true strike, Immunity to cold and nonlethal damage, Immunity to poison and mind-affecting effects, Magic circle against chaos, Immunity to polymorph effects and death effects, Forcecage, Immunity to critical hits and sneak attacks, plane shift, SR 27, Fear aura (DC 45)
Feats: #Feats: 13
Skills: Skill points: 310
Advancement: 40+ HD (Colossal)
Climate/Terrain: Any land and underground (Clockwork Nirvana of Mechanus)
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): An axial dragon has one type of breath weapon, a cone of force. A creature within the cone may make a Fortitude save to take half damage.
Spell-like Abilities: 3/day - arcane sight, true strike, and plane shift; 1/day - magic circle against chaos, forcecage.
Skills: Spellcraft is considered a class skill for axial dragons. Axial dragons receive a +4 racial bonus on all Sense Motive checks.
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.