Dragon, Chromatic (Red) (CR 27/MR 10)

A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock cover its long body.

Mythic Great Wyrm Red Dragon (CR 27/MR 10)
XP 4,915,200
Pathfinder Roleplaying Game Bestiary
CE Colossal dragon (fire)
Init +31/+11MA, MF; Senses blindsense 60 ft., darkvision 120 ft., lowlight vision, smoke vision; searching gazeMA; Perception +38
Aura fire aura (10 ft., 2d6), frightful presence (360 ft., DC 33)

Defense

AC 51, touch -1, flat-footed 51 (–3 Dex, +52 natural, –8 size)
hp 694 (29d12+506)
Fort +30, Ref +13, Will +22
Defensive Abilities draconic fortitudeMA, dragon blood (4d6 fire)MA; DR 20/epic and magic; Immune dragon traits, fire, magic paralysis and sleep
Weaknesses vulnerable to cold

Offense

Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +41 (8d6+30/19–20 plus grab and swallow whole), 2 claws +41 (8d6+20/19–20 plus grab), 2 wings +39 (4d6+10), tail slap +39 (4d8+30)
Space 30 ft.; Reach 40 ft. (50 ft. with bite)
Special Attacks breath weapon (80-ft. cone, 24d10 fire damage, Reflex half DC 40, usable every 1d4 rounds), burn for meMA (DC 30), crush (Huge creatures, DC 34, 8d6+30), fast swallowMA, imperious glareMA, incinerate, manipulate flames, melt stone, mythic power (10/day, 1d12), searing smokeMA, swallow wholeMA (2d6 bludgeoning and 6d6 fire damage, AC 36, hp 69), tail sweep (30 feet, Large creatures, DC 34, 4d6+30)

Spell-Like Abilities (CL 27th; concentration +33)
At will—detect magic, discern location, find the path, pyrotechnics (DC 18), suggestion (DC 19), wall of fire

Sorcerer Spells Known (caster level 19th; concentration +25)
9th (4)—mage’s disjunction, time stopMS
8th (6)—dimensional lockMS, mind blankMS, protection from spellsMS
7th (6)—deflectionAPG, grasping handMS, waves of exhaustion
6th (6)—cold ice strikeUM (DC 23), contingencyMS, globe of invulnerabilityMS
5th (7)—mage’s private sanctum, suffocationAPG (DC 22), teleport, wall of force
4th (7)—charm monster (DC 21), enervation, scrying (DC 21), vitriolic mistUM
3rd (7)—blink, dispel magic, heroismMS, protection from energy
2nd (7)—alter selfMS, bear’s endurance, create treasure mapAPG, frigid touchUM, mirror image
1st (8)—alarm, disguise self, mage armorMS, shield, vanishAPG
0 (at will)—arcane mark, dancing lights, detect poison, ghost sound
(DC 17), light, mage hand, mending, prestidigitation, read magic

Statistics

Str 51, Dex 4, Con 39, Int 22, Wis 23, Cha 22
Base Atk +29; CMB +57 (+61 grapple); CMD 64 (68 vs. trip)
Feats Ability Focus (breath weapon), CleaveMF, Critical FocusMF, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Critical (claws), Improved InitiativeMF, Improved Natural Attack (claws), Inescapable GraspMF, Multiattack, Mythic Spell LoreMF, Power Attack, Quicken Spell, Snatch, Staggering Critical, Stunning Critical
Skills Acrobatics +26, Appraise +20, Bluff +38, Craft (traps) +20, Disguise +20, Fly +13, Intimidate +38, Knowledge (arcana) +20, Knowledge (engineering) +20, Knowledge (history) +20, Knowledge (nobility) +20, Linguistics +16, Perception +38, Sense Motive +30, Spellcraft +38, Stealth +10, Survival +20, Use Magic Device +38
Languages Abyssal, Aklo, Auran, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Orc, Terran, Undercommon
SQ hulking bruteMMA

Ecology

Environment warm mountains
Organization solitary
Treasure triple

Special Abilities

Fire Aura (Su) The dragon is surrounded by an aura of intense heat dealing 2d6 points of fire damage to creatures within 10 feet every round at the beginning of its turn.

Hulking Brute (Ex) A mythic great wyrm red dragon is much larger than normal for its size category. Its movement is not impeded by difficult terrain, and it can move through the spaces of other creatures smaller than Huge without impediment (and vice versa). It gains a +4 size bonus to Strength and Constitution and a +3 bonus to its natural armor bonus to AC, though it takes a -2 penalty to its Dexterity. Though its actual size category does not increase and it takes no size penalty on its attack rolls or to is Armor Class, it is considered one size category larger for all other purposes, including its reach, damage dealt by its natural attacks, size of its breath weapon, and qualification for and the effects of size-based special attacks like crush, tail sweep, grab, swallow whole, and the Snatch feat. Damage dealt by mythic abilities like dragon blood and lingering breath is likewise increased by one die size, as if the dragon were one size category larger.

Since the dragon is already Colossal, it gains the following benefits: Reach increased to 40 feet (50 feet with its bite); CMB increase by 4; CMD increase by 4; Damage increased to bite 8d6, claws 8d6 (with Improved Natural Attack), wings 4d6, tail slap 4d8, crush 8d6, tail sweep 4d6; Breath Weapon length increased to 160 feet for line-shaped breath weapons, 80 feet for cone-shaped breath weapons.

Imperious Glare (Su) As a swift action, the dragon can focus the terrifying power of its will and its overwhelming sense of authority to force a creature within 100 feet to cower before it for 1 round unless it succeeds at a DC 33 Will save. If the target fails its save by 5 or more, the dragon can also make a suggestion to the target, which it will begin obeying after it ceases cowering. If dragon expends one use of its mythic power as part of this swift action, it can affect up to 5 creatures, though all must be within 50 feet of each other; all creatures failing their save by 5 or more follow the same suggestion. This is treated as a gaze attack. The save DC is Charisma-based.

Incinerate (Su) A great wyrm red dragon can incinerate creatures in its fiery breath. A creature reduced to fewer than 0 hit points by its breath weapon must make a DC 40 Fortitude save. Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.

Manipulate Flames (Su) The dragon can control any fire spell within 120 feet as a standard action, allowing it to move that fire effect as if it were the caster or to reposition a stationary fire effect to a new valid placement for the spell. For 1 round following the use of this ability, the dragon can control any new fire spell cast within this radius as if it were the caster, making all decisions allowed to the caster, including canceling the spell.

Melt Stone (Su) The dragon can use its breath weapon to melt rock at a range of 100 feet, melting rock in a 60-foot radius to a depth of 1 foot. Any creature in contact with this lava takes 20d6 points of fire damage on the first round, 10d6 the second round, and none thereafter. If used on a wall or ceiling, treat this ability as an avalanche dealing fire damage affecting the same area.

Searching Gaze (Su) Once per round as a free action, the dragon can direct its glowing gaze like searching streamers of light in a 120-foot line. It sees with true seeing in this line, and any in the area are outlined in faerie fire for 1 minute unless using a mythic power, spell, or item to become hidden or invisible. The dragon can expend one use of its mythic power in order to gain mythic true seeing for 1 minute whenever it uses this ability.

Searing Smoke (Su) Whenever the dragon uses its breath weapon, the area of effect is filled with ash and smoke shot through with glowing embers that lasts until the beginning of its next turn. This searing smoke blocks vision as obscuring mist and deals 6d6 points of damage to any creature or object in, entering, or passing through the area while the smoke persists. If that creature needs to breathe, it is also sickened for 1d4 rounds by the noxious, choking vapors. A successful DC 40 Fortitude save halves damage and negates the sickened condition, and creatures with the fire subtype are immune.

Smoke Vision (Ex) The dragon can see perfectly in smoky conditions.

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