Source Pathfinder RPG Bestiary pg. 98 True dragons are divided into two broad categories: chromatic and metallic. Chromatic dragons are almost universally evil, seeking only to slake their endless lust for food, treasure, and bloodshed. Metallic dragons are generally good and often protect the lands under their care. Age Categories Many of a true dragon's abilities, attacks, and other statistics improve as a dragon grows older. These increases are divided into 12 age categories—as a dragon ages, its base statistics change as noted on the Dragon Age Categories table.
Age Category  Age in Years  CR  Size  Hit Dice  Natural Armor  Breath Weapon  1 Wyrmling  0–5  Base  Base  Base  Base  Base  2 Very young  6–15  Base + 2  Base + 1  Base + 2  Base + 3  Base × 2  3 Young  16–25  Base + 4  Base + 2  Base + 4  Base + 6  Base × 3  4 Juvenile  26–50  Base + 5  Base + 2  Base + 6  Base + 9  Base × 4  5 Young adult  51–100  Base + 7  Base + 3  Base + 8  Base + 12  Base × 5  6 Adult  101–200  Base + 8  Base + 3  Base + 10  Base + 15  Base × 6  7 Mature adult  201–400  Base + 9  Base + 3  Base + 12  Base + 18  Base × 7  8 Old  401–600  Base + 11  Base + 4  Base + 14  Base + 21  Base × 8  9 Very old  601–800  Base + 12  Base + 4  Base + 16  Base + 24  Base × 9  10 Ancient  801–1,000  Base + 13  Base + 4  Base + 18  Base + 27  Base × 10  11 Wyrm  1,001–1,200  Base + 14  Base + 4  Base + 20  Base + 30  Base × 11  12 Great wyrm  1,201+  Base + 16  Base + 5  Base + 22  Base + 33  Base × 12 
Age Category: This is the age category's name. Age in Years: This is the dragon's actual age. CR: This column modifies the dragon's base CR. Size: This shows how many size categories by which to increase the dragon's base size, depending on its age (from Tiny to Small, Small to Medium, and so on). A true dragon does not gain the standard increases to ability scores when it achieves a larger size—instead, true dragons gain ability score increases according to their age category, as indicated on the Dragon Ability Scores table. Hit Dice: This shows how many additional Hit Dice a dragon gains over its base Hit Dice as it grows. Increases to Hit Dice grant extra hit points, feats, and skill ranks as well as increase the dragon's base attack bonus and base save bonuses. Dragons have skill ranks equal to 6 + their Intelligence modifier per Hit Die. A dragon's increases to ability scores for gaining Hit Dice are included in the total ability score increases (see the Dragon Ability Scores table). Natural Armor: This shows by what amount the dragon's base natural armor bonus increases with each age category. Breath Weapon: Each dragon has a breath weapon (see Combat) that deals a base amount of damage. This multiplier increases the number of dice of damage dealt by the dragon's breath weapon. For example, a mature adult dragon with a base breath weapon that deals 2d6 acid damage would deal 14d6 acid damage (due to the ×7 multiplier).
Age Category  Str  Dex  Con  Int  Wis  Chr  1 Wyrmling  Base  Base  Base  Base  Base  Base  2 Very young  Base + 4  Base – 2  Base + 2  Base + 2  Base + 2  Base + 2  3 Young  Base + 8  Base – 2  Base + 4  Base + 2  Base + 2  Base + 2  4 Juvenile  Base + 10  Base – 2  Base + 6  Base + 4  Base + 4  Base + 4  5 Young adult  Base + 12  Base – 4  Base + 6  Base + 4  Base + 4  Base + 4  6 Adult  Base + 14  Base – 4  Base + 8  Base + 6  Base + 6  Base + 6  7 Mature adult  Base + 16  Base – 4  Base + 8  Base + 6  Base + 6  Base + 6  8 Old  Base + 18  Base – 6  Base + 10  Base + 8  Base + 8  Base + 8  9 Very old  Base + 20  Base – 6  Base + 10  Base + 8  Base + 8  Base + 8  10 Ancient  Base + 22  Base – 6  Base + 12  Base + 10  Base + 10  Base + 10  11 Wyrm  Base + 24  Base – 8  Base + 12  Base + 10  Base + 10  Base + 10  12 Great wyrm  Base + 26  Base – 8  Base + 14  Base + 12  Base + 12  Base + 12  Combat The Dragon Attacks and Speeds table lists the attacks a dragon can employ and the damage it deals (a dash indicates that a dragon of that size does not possess that natural attack). Other abilities described here are gained by dragons when they reach a specific age category.
Size  Fly Speed (maneuverability)  1 Bite  2 Claws  2 Wings  1 Tail Slap  1 Crush  1 Tail Sweep  Breath Weapon  Line  Cone  Tiny  100 ft. (average)  1d4  1d3  —  —  —  —  30 ft.  15 ft.  Small  150 ft. (average)  1d6  1d4  —  —  —  —  40 ft.  20 ft.  Medium  150 ft. (average)  1d8  1d6  1d4  —  —  —  60 ft.  30 ft.  Large  200 ft. (poor)  2d6  1d8  1d6  1d8  —  —  80 ft.  40 ft.  Huge  200 ft. (poor)  2d8  2d6  1d8  2d6  2d8  —  100 ft.  50 ft.  Gargantuan  250 ft. (clumsy)  4d6  2d8  2d6  2d8  4d6  2d6  120 ft.  60 ft.  Colossal  250 ft. (clumsy)  4d8  4d6  2d8  4d6  4d8  2d8  140 ft.  70 ft.  Fly Speed: A dragon's fly speed increases as indicated, according to its size. Bite: This is a primary attack that deals the indicated damage plus 11/2 times the dragon's Strength bonus (even though it has more than one attack). A dragon's bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons). Claws: These primary attacks deal the indicated damage plus the dragon's Strength bonus. Wings: The dragon can slam foes with its wings, even when flying. Wing attacks are secondary attacks that deal the indicated damage plus 1/2 the dragon's Strength bonus. Tail Slap: The dragon can slap one foe each round with its tail. A tail slap is a secondary attack that deals the indicated damage plus 11/2 times the dragon's Strength bonus (this is an exception to the normal secondary attack rules). Crush (Ex): A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals the indicated damage plus 11/2 times the dragon's Strength bonus. Tail Sweep (Ex): This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a halfcircle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 11/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon). Breath Weapon (Su): Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled. Additional Dragon Rules Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light. Frightful Presence (Ex): A dragon's frightful presence has a range equal to 30 feet × the dragon's age category, but otherwise functions as detailed in the Universal Monster Rules. Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its specific description. Its caster level depends on its age, as shown for each type. SpellLike Abilities: A dragon's caster level for its spelllike abilities is equal to its total Hit Dice. Damage Reduction: Dragons gain damage reduction as they age, as indicated on each dragon's specific entry. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunities (Ex): Every dragon is immune to sleep and paralysis. In addition, a dragon is immune to one or two additional forms of attack no matter what its age, as given in its description. Spell Resistance (Ex): As dragons grow older, they become more resistant to spells and spelllike abilities, as indicated in the dragon descriptions. A dragon's SR is equal to 11 + its CR. Red Dragon CE dragon (fire) Base Statistics CR 6; Size Small; Hit Dice 7d12 Speed 40 ft. Natural Armor +6; Breath Weapon cone, 2d10 fire Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 10 Ecology Environment warm mountains Organization solitary Treasure triple Special Abilities Fire Aura (Su) An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6. 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 Fortitude save (using the breath weapon's DC). 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) An old or older red dragon can control any fire spell within 10 feet per age category of the dragon as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires. Melt Stone (Su) An ancient or older red dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 5footradius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage. Smoke Vision (Ex) A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics). SpellLike Abilities (Sp) A red dragon gains the following spelllike abilities, usable at will upon reaching the listed age category. Young—detect magic; Juvenile—pyrotechnics; Adult—suggestion; Old—wall of fire; Ancient—find the path; Great wyrm—discern location.
Age Category  Special Abilities  Caster Level  Wyrmling  Fire subtype  —  Very young  Smoke vision  —  Young  Detect magic  1st  Juvenile  Frightful presence, pyrotechnics  3rd  Young adult  DR 5/magic, spell resistance  5th  Adult  Fire aura, suggestion  7th  Mature adult  DR 10/magic  9th  Old  Manipulate flames, wall of fire  11th  Very old  DR 15/magic  13th  Ancient  Melt stone, find the path  15th  Wyrm  DR 20/magic  17th  Great wyrm  Incinerate, discern location  19th  Creatures in Mythic "Dragon (Red)" CategoryDragon (Red), Wyrm Red DragonA ruddy glow emanates from beneath this dragon’s red, gemencrusted scales, like lava visible between cracks of cooling stone.Mythic Wyrm Red Dragon CR 25/MR 10Source Mythic Adventures pg. 190 XP 1,638,400 CE Gargantuan dragon (fire, mythic) Init +12^{M}; Senses blindsight 60 ft., darkvision 120 ft., lowlight vision, smoke vision, xray vision; Perception +35 Aura fire (10 ft., 2d6 fire), frightful presence (330 ft., DC 30)DefenseAC 50, touch 4, flatfooted 50 (–2 Dex, +46 natural, –4 size) hp 518 (27d12+343); fast healing 5 Fort +24, Ref +13, Will +22 Defensive Abilities dragon blood (2d6 fire), fortification (50%); DR 20/epic and magic; Immune dragon traits, fire, paralysis, sleep; SR 36 Weaknesses vulnerable to coldOffenseSpeed 40 ft., fly 250 ft. (clumsy) Melee bite +40 (4d6+25/18–20 plus bleed and grab), 2 claws +40 (2d8+17/19–20 plus bleed and grab), 2 wings +38 (2d6+8), tail slap +38 (2d8+25) Space 20 ft., Reach 15 ft. (20 ft. with bite) Special Attacks bleed (2d6), breath weapon (60ft. cone, 22d10 fire damage, Reflex DC 32 half, usable every 1d4 rounds), crush, dragon fury (2d6 fire), lingering breath (4d6 fire, 10 rounds), manipulate flames, melt stone, mythic power (10/day, surge +1d12), sooty flame, swallow whole (2d6 bludgeoning and 2d6 fire damage, AC 28, 51 hp), tail sweep (DC 32, 2d6+25), wild arcana (see page 14) SpellLike Abilities (CL 27th; concentration +34) At will—detect magic, find the path, pyrotechnics (DC 19), suggestion (DC 20), wall of fire Sorcerer Spells Known (caster level 17th; concentration +24) 8th (4)—discern location, iron body 7th (7)—insanity (DC 24), limited wish^{M}, spell turning 6th (7)—antimagic field^{M}, contingency^{M}, greater dispel magic 5th (7)—polymorph, telekinesis, teleport, wall of force^{M} 4th (7)—fear (DC 21), fire shield, greater invisibility, stoneskin^{M} 3rd (8)—dispel magic^{M}, displacement, haste^{M}, tongues 2nd (8)—alter self, detect thoughts (DC 19), misdirection, resist energy^{M}, see invisibility 1st (8)—alarm, grease, magic missile^{M}, shield, true strike^{M} M Mythic spellStatisticsStr 45, Dex 6, Con 29, Int 20, Wis 21, Cha 24 Base Atk +27; CMB +48 (+52 grapple); CMD 56 (60 vs. trip) Feats Cleave, Critical Focus^{M}, Greater Vital Strike, Improved Critical (bite)^{M}, Improved Critical (claws), Improved Initiative^{M}, Improved Iron Will, Improved Vital Strike, Iron Will^{M}, Multiattack, Power Attack^{M}, Quicken Spell, Staggering Critical, Vital Strike Skills Appraise +35, Bluff +37, Diplomacy +37, Fly +14, Intimidate +37, Knowledge (arcana) +35, Knowledge (history) +35, Perception +35, Sense Motive +35, Spellcraft +35, Stealth +16 Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc SQ dragon cantrips, mythic spellcasting (see page 50)EcologyEnvironment warm mountains Organization solitary Treasure tripleSpecial AbilitiesFire Aura (Su) A wyrm red dragon is surrounded by an aura of intense heat. All creatures within 10 feet take 2d6 points of fire damage at the beginning of the dragon’s turn.
Manipulate Flames (Su) A wyrm red dragon can control any fire spell within 110 feet of the dragon as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.
Melt Stone (Su) The dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 55footradius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.DescriptionFew creatures inspire such dread as the magnificently wrathful red dragons, and the ones with mythic power are even more fearful. They are the embodiments of destruction, hatred, and draconic arrogance. Magnificent and utterly frightening to behold, mythic red dragons possess a fierce beauty that exceeds all other dragons. From their powerful jaws, capable of snapping iron bars and the masts of ships, to their muscular tails, which can crash through stone walls as easily as whips break skin, red dragons ref lect predatory superiority and murderous perfection. A mythic red dragon’s body has cordlike muscles that allow it to move more quickly and gracefully than a creature of its size should have a right to.
Villains of the worst kind, mythic red dragons are unflinchingly evil in ways rarely matched even by other mythic evil creatures. Their destructive impulses and wrathful fiery rampages surprise and delight the most heinous demons. These legendary dragons demand annual royal sacrifices or tribute in slaves, and think nothing of working their underlings to death.
An older mythic red dragon spends little time out of its lair, and when it does emerge it prefers to attack humanoid settlements away from the immediate vicinity, burning down buildings, dropping peasants from great heights, and demanding coins and other treasures. This raiding pattern makes it difficult for wouldbe dragonslayers to find the creature’s actual lair.
Mythic red dragons use their magic to protect their lairs with a variety of protective spells. A typical lair also contains slavebuilt mundane traps, environmental hazards such as steam vents poisonous fumes, and (if within an active volcano) molten rock as part of its defenses.
