Dragon, Concordant Wyrm (CR 23)
AC: 41 (-4 size, +35 natural), touch 6, flat-footed 41
Hit Dice: 35d12+350 (577 hp)
Fort +29, Ref +19, Will +30
Speed: 60 ft., fly 200 ft. (clumsy)
Space: 40 ft./15 ft.
Base Attack +36; Grapple +61
Attack: 1 bite +43, 2 claws +38, 2 wings +38, 1 tail slap +38, 1 crush +38, 1 tail sweep +38
Damage: 1 bite 4d6+12, 2 claws 2d8+6, 2 wings 2d6, 1 tail slap 2d8, 1 crush 4d6, 1 tail sweep 2d6
Special Attacks/Actions: Breath weapon 22d4 (37)
Abilities: Str 34, Dex 11, Con 30, Int 25, Wis 32, Cha 23
Special Qualities: Immune to poison, detect chaos/evil/good/law, Frightful Presence DC33, SR 33
Feats: #Feats: 12
Skills: Skill points: 251
Advancement: 36-37 HD (Gargantuan)
Climate/Terrain: Any land and underground (Concordant Domain)
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): Concordant dragon has one type of breath weapon, a line of antithetical energy. Any creature hit by this breath takes a certain kind of damage depending on how its alignment varies from neutral, suffering the listed breath weapon damage for each step away from neutral. Thus, a lawful good creature struck by a wyrm takes 44d4 points of damage. Creatures with one neutral aspect to their alignment struck by a wyrm's breath weapon take only 22d4 points of damage, while neutral creatures take no damage from the breath. A creature in the line may make a Will save to take half damage.
Spell-like Abilities: At will - detect chaos, detect evil, detect good, detect law, 3/day - invisibility, scrying; 1/day - nondetection, temporal stasis, true seeing.
Summon Rilmani (Sp): Once per day, a wyrm concordant dragon can summon 1d2 cuprilachs with a 60% chance of success, or 1d2+1 ferrumachs with a 75% chance of success. The concordant dragon gains the ability to summon the different rilmani as it ages.
Skill: A concordant dragon has a +8 racial bonus on 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.