Dragon, Metallic (Gold) (CR 28/MR 10)

Golden scales cover the body of this majestic dragon, and a regal crest of horns arches backward above wise and piercing eyes.

Mythic Great Wyrm Gold Dragon (CR 28/MR 10)
XP 4,915,200
LG Colossal dragon (fire, mythic)
Init –2/–22, dual initiativeMA; Senses dragon senses; Perception +43
Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 33)


AC 50, touch 0, flat-footed 50 (–2 Dex, +50 natural, –8 size)
hp 655 (30d12+460)
Fort +29, Ref +15, Will +27, second saveMA
Defensive Abilities draconic fortitudeMA, glittering scalesMA, impenetrable scalesMA, indomitable willMA; DR 25/—; Immune fire, paralysis, sleep; SR 44


Speed 60 ft., fly 300 ft. (clumsy), swim 60 ft.
Melee bite +40 (4d8+27/19–20), 2 claws +40 (4d6+18/19–20), 2 wings +38 (2d8+9/19-20), tail +38 (4d6+27)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (70-ft. cone, DC 37, 24d10 fire), crush (DC 37, 4d8+27), debilitating breathMA, fires of heavenMA, mythic drainMA, mythic power (10/day, surge +1d12) , tail sweep (DC 36, 2d8+27), weakening breath

Spell-Like Abilities (CL 30th; concentration +38)
At will—bless, daylight, detect evil, foresight, geas/quest, sunburst (DC 26)

Spells Known (CL 19th; concentration +27)
9th (4/day)—prismatic sphereMS, time stopMS
8th (7/day)—maze, mind blank, protection from spells
7th (7/day)—greater teleport, prismatic spray (DC 25), resurrection
6th (7/day)—antimagic field, contingencyMS, healMS
5th (7/day)—dispel evil (DC 23), plane shift (DC 23), teleport, true seeing
4th (8/day)—divination, greater invisibility, restoration, spell immunity
3rd (8/day)—dispel magicMS, fireballMS (DC 22), hasteMS, prayerMS
2nd (8/day)—aid, cure moderate wounds, mirror image, resist energy, silence
1st (8/day)—alarm, divine favor, mage armorMS, shield, shield of faithMS
0 (at will)—create water, detect magic, light, guidance, mage hand, mending, prestidigitation, read magic, stabilize


Str 47, Dex 6, Con 35, Int 26, Wis 27, Cha 26
Base Atk +30; CMB +56; CMD 64 (68 vs. trip)
Feats Alertness, Critical FocusMF, Dazing Spell, Extend Spell, Improved Critical (bite, claw, wing), Iron Will, Multiattack, Mythic Spell LoreMF, Negation BreathMF, Persistent Spell, Power AttackMF, Quicken Spell, Staggering Critical, Stunning Critical, Suppress VulnerabilityMF, Vital Strike
Skills Diplomacy +41, Fly +15, Heal +41, Knowledge (arcana, geography, history, local, nobility, planes, religion) +41, Perception +45, Sense Motive +45, Spellcraft +41, Swim +57
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal
SQ change shape 3/day (any animal or humanoid; polymorph), detect gems, divine aid, fast flight, luck, luck dragonMA, scales of justiceMA


Environment warm plains
Organization solitary
Treasure triple

Special Abilities

Detect Gems (Sp) A great wyrm gold dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones.

Divine Aid (Sp) Once a week, a great wyrm gold dragon can call upon celestial powers for aid. This functions as a miracle.

Debilitating Breath (Su) When a mythic gold dragon uses its weakening breath, it may choose to deal damage to any ability score it chooses. If the dragon expends one use of its mythic power, it may choose to drain 6 uses of mythic power (DC 37 Will half ) from all mythic creatures in the area rather than dealing ability damage.

Fast Flight (Ex) A gold dragon is treated as one size category larger when determining its fly speed. Since the dragon is already Colossal, its fly speed is increased by 50 feet.

Fire Aura (Su) A great wyrm gold dragon is surrounded by an aura of fire. All creatures within 10 feet of the dragon take 2d6 points of fire damage at the beginning of the dragon’s turn. The dragon can activate or suppress this aura as a free action.

Fires of Heaven (Su) All fire effects created by a mythic great wyrm gold dragon are infused with the divine power of the heavens, dealing one-half of their damage as untyped divine energy. If the dragon expends one use of its mythic power as a swift action, all fire damage from effects it creates for the next minute is treated as untyped divine energy against creatures with the evil subtype.

Glittering Scales (Ex) A mythic great wyrm gold dragon’s scales are glossy and reflect ordinary light and magical energy. In bright light, any creature within 60 feet is automatically dazzled (no save), and any creature beginning its turn adjacent to the dragon is blinded for 1d4 rounds (DC 28 Reflex negates). Creatures can avoid being dazzled or blinded by averting their gaze or closing their eyes, as if this were a gaze attack.

In addition to reflecting natural light, rays and magical ranged touch attacks have a 20% miss chance when targeting the dragon, and effects that are deflected have a 20% chance of being redirected toward another target (chosen randomly) within 50 feet; otherwise, they are simply harmlessly deflected away.

As an immediate action, the dragon can expend one use of its mythic power to increase its reflectiveness to 50% for 10 rounds. The chance to redirect the attack at another creature is likewise increased to 50%, and if the attack is redirected and the caster of the effect is within 50 feet, the dragon can choose to reflect the effect directly back at the caster rather than rolling randomly. Magical effects with the light descriptor as well as light-based effects such as color spray, prismatic spray, and searing light have the same chance of being reflected (if targeting the dragon) or simply to not affect the dragon (if they affect an area) as rays. This does not enable the dragon to move through a prismatic wall or prismatic sphere.

Impenetrable Scales (Ex) The dragon’s damage reduction is increased by 5, and its damage reduction is treated as DR/−. Weapons or effects that would normally overcome its damage reduction no longer do so, including an antipaladin’s smite good or mythic effects such as a mythic champion’s fleet charge or a mythic trickster’s surprise strike. The dragon’s damage reduction applies even against spells, supernatural abilities, and other magical effects that deal bludgeoning, piercing, and slashing damage.

The dragon also gains immunity to bleed effects, though this immunity can be bypassed on a critical hit with an epic weapon, mythic spell, or the natural weapon of a mythic creature whose mythic rank is equal to or greater than the dragon’s.

Luck (Sp) Once per day a great wyrm gold dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature within a 120 ft. radius of it receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3+36 hours. This ability is the equivalent of a 2nd-level spell.

Luck Dragon (Su) Whenever a mythic great wyrm gold dragon or an ally within 60 feet expends a use of its mythic power to gain a mythic surge, they may reroll if the result of the surge die is a 1. If the dragon expends one use of its mythic power when it creates an effect that grants a luck bonus, it adds a mythic surge to any caster level checks or concentration checks associated with that ability, and the luck bonus is added to the result of any mythic surge that affected creatures use.

In addition, if the dragon or a creature carrying its luck gem (see above) rolls a natural 20 on any 1d20 roll, it gains a bonus mythic surge which it must use before the end of its next turn or the power is lost. If an adjacent ally rolls a natural 20 on any 1d20 roll, the dragon or creature carrying the luck jewel can expend one use of its mythic power as a free action to grant that ally a bonus mythic surge, which must be used before the end of the ally’s next turn.

Scales of Justice (Su) Whenever an attacker confirms a critical hit against a mythic great wyrm gold dragon, the next successful attack the dragon makes against that attacker is automatically a critical threat. In addition, if a creature expends mythic power to use or enhance an ability that targets the dragon (including harmful area effects), the dragon gains a bonus use of its mythic power which it must use before the end of its next turn or the power is lost. The dragon gains only one use of its mythic power per attacker per round, even if the attacker expends multiple uses of mythic power.

Weakening Breath (Su) Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 12 points of Strength damage (Will save half).

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