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Ancient Red DragonCreature 19


UncommonCEHugeDragonFire
Source Pathfinder Bestiary
Perception +35 (darkvision, scent (imprecise) 60 feet, smoke vision)
Languages Abyssal, Common, Draconic, Dwarven, Jotun, Orcish
Skills Acrobatics +30, Arcana +35, Athletics +37, Deception +35, Diplomacy +35, Intimidation +37, Stealth +33
Str +9, Dex +5, Con +8, Int +5, Wis +6, Cha +7

AC 45; Fort +35; Reflex +32; Will +35; +1 status to all saves vs. magic
HP 425
Speed 60 feet (fly 180 feet)
Immunities fire, paralyzed, sleep
Weaknesses Cold 20

Jaws One Action +37 (+32, +27) to hit (fire, magical, reach 20) 4d10+17 Piercing + 3d6 Fire
Claw One Action +37 (+33, +29) to hit (agile, magical, reach 15) 4d8+17 Slashing
Tail One Action +35 (+30, +25) to hit (magical, reach 25) 4d10+15 Slashing
Wing One Action +35 (+31, +27) to hit (agile, magical, reach 20) 3d8+15 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Smoke Vision

Smoke doesn't impair a red dragon's vision; it ignores the Concealed condition from smoke.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicAttack of Opportunity Reaction

Jaws only


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Dragon Heat (arcane, aura, evocation, fire)

10 feet Aura, 4d6 fire damage (DC 39 basic reflex save)

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 40 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Redirect Fire Reaction (abjuration, arcane)

Trigger A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet.


Effect The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.

Breath Weapon Two Actions (arcane, evocation, fire)

The dragon breathes a blast of flame that deals 20d6 fire damage in a 60-foot cone (DC 42 basic reflex save).

It can't use Breath Weapon again for 1d4 rounds.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one wing Strike in any order.

Draconic Momentum

The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.

Manipulate Flames One Action (arcane, concentrate, transmutation)

The red dragon attempts to take control of a magical fire or a fire spell within 100 feet.

If it succeeds at a counteract check (counteract level 10, counteract modifier +32), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having Sustained the Spell with this action (if applicable). The dragon can choose to end the spell instead of taking control, if it chooses.


Arcane Innate Spells (DC 42, +34 to hit)

Cantrips (10th Level): Detect Magic, Read Aura
4th Level: Suggestion (At Will), Wall of Fire (At Will)


The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes-only unquestioned fact.

Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.

Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals-or simply intimidating others through a public display of brutality and dominance.

As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.


While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.