TEXT: 1
  T
  here it was.
  	I	 was	 in	 a	 hobby	 store	 in	 our	 little	 town	 in	
  Connecticut, about a block from the grocery 
  store where my Mom and my sisters were doing the 
  weekly shopping. It was 1978. There, on a shelf, beyond 
  all the model railroad layouts and below the plastic 
  model kits, was the basic set for what would become 
  the world’s biggest roleplaying game.
  And on the cover? A red dragon.
  Red dragons are the big bad guys, with names like 
  Smaug, Glaurung, and Vermithrax. They are what we 
  think of when we read the word after the ampersand. 
  They are icons of evil, and targets for greedy adventurers 
  everywhere. Here, in the fourth Codex Draconis, we 
  give you what you need to drop red dragons into your 
  games	with	a	minimum	of	effort	and	a	maximum	of	
  options. We want to help you create red dragons that 
  your players will remember for the rest of their lives.
  In this Codex Draconis,	you’ll	find	the	options	and	
  alternatives for a dozen red dragons, just as you’d 
  expect. We cover every age category of the scarlet 
  horrors of the mountains. Each age category also has 
  three pregenerated treasure hoards, some alternative 
  monster builds, and suggestions on how to build even 
  deadlier dragon encounters. Along the way, we hope 
  to share some surprises with you, too.
  Dragons are among the most iconic, and most 
  popular, of all fantasy roleplaying game foes. Once the 
  domain exclusively of higher-level adventures, dragons 
  now have rules for every stage of life. This means that 
  wet-behind-the-ears PCs can face dragons early in their 
  careers (though likely they will be facing dragons the 
  size of housecats). To ensure a dragon is always just 
  the right threat for PCs of any level, dragons are given 
  twelve stages of life that, when combined with the 
  many	different	types	of	dragons,	creates	a	range	of	CRs	
  from 2 to 22. The problem with that, of course, is that 
  
  2
  it requires a lot of stat blocks, and those take 
  up room. To save space, instead of presenting 
  a full write-up of every dragon at every age 
  category, the game’s creators present a set of 
  rules outlining how to write up dragons, and 
  then they give a few examples of each type. As 
  a	result,	although	you	can	find	a	dragon	of	the	
  right CR for an encounter, it takes a considerable 
  amount of work to get that dragon ready for the 
  game.
  To	 help	 with	 that	 problem,	 the	 fine	 folks	
  at D20PFSRD.com took on the job of creating 
  full stat blocks for every true dragon of every 
  type, and when we expressed an interest in 
  using those as the starting point for our Codex 
  Draconis line, they were kind enough to give us 
  their blessing. In addition to their dragon write-
  ups, Codex Draconis: Red Tyrants of the Mountains 
  presents additional material to expand the ways 
  you can use these dragons and allows you to 
  drop them into your campaign.
  The Basics 
  The biology and ecology of red dragons is the 
  same regardless of age category.
  ECOLOGY
  Environment warm mountains
  Organization solitary
  Treasure triple
  Red dragons lair in high ground, because 
  they love looking down on others from the 
  highest ground in the area. They prize caves 
  carved by volcanic or other geothermal activity.
  Red dragons are more carnivorous than other 
  dragons. Young humans and elves make up 
  their preferred food. They sometimes blackmail 
  communities near their lair to procure regular 
  sacrifices	of	such	tasty	morsels.
  Because they are relatively clumsy 
  fliers,	 most	 red	 dragons	 prefer	 to	 fight	 on	
  the ground. Perhaps because they start 
  their lives such a bright color, they rarely 
  bother	with	ambushes.	They	simply	attack,	
  confident	in	their	own	power.
  Hoard: In this section, we present 
  pregenerated loot to form a dragon’s 
  hoard	for	each	age	category.	You	will	find	
  values for triple the normal treasure for an 
  encounter of the dragon’s CR (as standard 
  for red dragons) with values for campaigns 
  using slow, medium, and fast advancement 
  XP charts.
  To a red dragon, the only thing that 
  matters	 about	 a	 hoard	 item	 is	 what	 it’s	
  worth. As a result, their coins make up much 
  larger portions of their treasures. Of all the 
  dragons, reds are the most likely to sleep on 
  a bed of coins, or to have hundreds of coins 
  embedded in their belly scales.
  Red dragons do not seek out or collect 
  anything in particular, so those items found 
  in their hoards tend to be the remains of 
  fallen adventurers and would-be dragon-
  slayers. Some are stolen from the hoards of 
  potential competitors. Magic items are most 
  likely to survive an encounter with such a 
  beast, while art objects and gems are among 
  the least likely.
  PCs might set out to kill other dragons 
  to acquire some item or artifact from their 
  hoards. With red dragons, PCs most likely 
  seek	them	out	to	rescue	the	living	sacrifices	
  made to the draconic tyrants. Acquiring 
  monetary wealth, or the occasional sooty 
  item, would be a bonus for their heroism.
  The older a red dragon is, the more 
  likely the coins in its hoard come from lost 
  and ancient realms. Such coins are likely 
  to hold additional value for collectors and 
  historians. A particular coin might hold 
  the face of a monarch otherwise unknown 
  to history. Ancient coins might show the 
  borders	of	a	forgotten	kingdom,	pinpointing	
  the location of a lost city. Older coins could 
  be works of art, keys to a mystery, answers 
  to historical puzzles, or missing pieces of 
  arcane formulas.
  None of that is to say that there are no 
  items in a red dragon’s hoard. We show 
  the gold piece value for each item, to make 
  it easy for you to swap out items from the 
  pregenerated hoard with items you want to 
  provide to your group’s characters. Tweak 
  the hoards to suit your campaign.
  With red dragons, you should feel free to 
  forget about items entirely and let PCs take 
  a swim in all the coins.
  Upping the Ante: Sometimes even 
  dragons	 need	 a	 little	 help.	 This	 section	
  proposes ways to make dragon encounters 
  more dangerous. This might be a note 
  on how it can use items from its hoard, a 
  suggestion on allies (or servants) the dragon 
  might	take	into	battle,	or	proposals	on	how	
  to use traps and terrain to the dragon’s 
  advantage
  To a red dragon, every other creature is a 
  lesser being. They use such lesser creatures 
  as informants, messengers, and spies. Red 
  dragons do not bargain, negotiate, persuade, 
  pay, or bribe. They deliver ultimatums: 
  Serve the red dragon, or die. Creatures that 
  serve red dragons do so in constant fear for 
  their lives.
  
  3
  Other red dragons are competition—
  never friends, allies, or minions.
  Alternative Builds: Each age category 
  also presents at least one alternative build, 
  representing	 different	 paths	 a	 red	 dragon	
  might take over its lifespan. Each alternative 
  build presents a short description of how that 
  dragon’s	tactics	or	preferences	differ	from	a	
  typical red dragon, and a list of changes made 
  to the base stat block to create the alternate 
  dragon. We present each changed section 
  (such as feats) so you can simply replace 
  the same section of the typical dragon’s stat 
  block.
  ThrEE KEYs TO rEds
  These three characteristics of red dragons 
  are key to creating memorable, iconic, 
  encounters with these reptilian horrors.
  ChaOs
  Red dragons are far too vain and 
  independent to seek dominion or authority 
  over others. They don’t have organizations 
  or build armies. Running nations holds no 
  appeal for them.
  A GM using a red dragon should plan for 
  randomness and chaos, which can require 
  some	more	attention	during	combat.
  dEsTruCTiOn
  A red dragon would rather own a sphere 
  of annihilation than an orb of dragonkind. 
  Every red dragon seeks to maximize his (or 
  her) destructive potential, or his (or her) 
  personal defenses, at every age category. 
  They prioritize this over dominion at all 
  times.
   
  Although any dragon can be vengeful, red 
  dragons	are	legendary	for	cataclysmic	fits	of	
  wrath when wronged or thwarted.
  {{H4}}Greed
  Where 
  other 
  dragons 
  establish 
  their 
  positions by recruiting or ruling their 
  fellows, red dragons compete through the 
  acquisition of wealth. Red dragons make 
  Ebenezer Scrooge look like a philanthropist. 
  If a thief takes so much as a single coin from 
  a red dragon’s hoard, that dragon notices 
  immediately and hunts down that thief. 
  Being unable to recover that coin is sure to 
  lead	to	a	fit	of	vengeful	destruction.
  {{H2}}The Dragons
  Each of the sections below contains a dragon 
  entry	for	a	specific	CR.	As	noted	above	in	
  “The Basics,” you have stats, hoards, and 
  encounter advice for each dragon entry.
  {{H3}}Red Dragon, Wyrmling
  A brilliant scarlet dragon the size of a 
  hunting dog glares at you. 
  Red dRagon, WyRmling
  A crown of cruel horns surrounds the head of this 
  mighty dragon. Thick scales the color of molten rock 
  cover its long body.
  Wyrmling Red Dragon          CR 6
  XP  2,400
  CE	Small	dragon	(fire) 
  Init +6; Senses dragon senses; Perception +10
  Defense
  AC	19,	touch	13,	flat-footed	17	(+2	Dex,	
  +6 natural, +1 size) 
  hp 59 (7d12+14)
  Fort +7, Ref +7, Will +7
  Immune	fire,	paralysis,	sleep
  Weaknesses Vulnerability to cold
   
  Offense
  Speed	40	ft.,	fly	150	ft.	(average)
  Melee bite +11 (1d6+4), 2 claws +11 (1d4+3)
  Special Attacks breath weapon (20-ft. cone, DC 15, 
  2d10	fire)	
  Statistics
  Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 10
  Base Atk +7; CMB +9; CMD 21 (25 vs. trip)
  Feats	Improved	Initiative,	Iron	Will,	Power	Attack,	
  Vital Strike
  Skills	Bluff	+10,	Fly	+14,	Intimidate	+10,	
  Perception +10,  Sense Motive +10, Stealth +16 
  Languages Draconic
  hOard
  Slow (4,050 gp): masterwork thieves’ tools 
  (100 gp), cold iron rapier (40 gp), 300 pp, 910 
  gp.
  Medium (6,000 gp): headband of alluring 
  charisma +2 (4,000 gp), masterwork thieves’ 
  tools (100 gp), cold iron rapier (40 gp), 100 pp, 
  860 gp.
  Fast (9,000 gp): headband of 
  alluring charisma +2 (4,000 gp), sable 
  cloak (4,000 gp), masterwork thieves’ tools 
  (100 gp), cold iron rapier (40 gp), 860 gp.
  
  4
  uppinG ThE anTE
  The wyrmling red dragon can wear the 
  headband of alluring charisma +2. This 
  increases his Intimidate bonus by +1. The red 
  wyrmling might command a goblin warband 
  (10–16 goblins, with goblin dog mounts) a gang 
  of orcs (2–4), and a pair of bugbears. The goblins 
  act as messengers and spies while the bugbears 
  reinforce the dragon and guard the lair. The 
  orcs act as the dragon’s lieutenants. One of the 
  orcs speaks Draconic instead of Common, and 
  another speaks Goblin instead of Common.
  aLTErnaTivE BuiLds
  In	his	first	few	years	of	life,	the	wyrmling	
  red dragon prefers to hunt at night. He sees well 
  enough to do so, and his brilliant coloration is 
  less of a weakness.
  CrimsOn CLaws
  This wyrmling focuses on melee. He spews 
  flame	on	the	wing	in	the	first	round	of	combat.	
  Then	he	uses	Vital	Strike	to	finish	off	whomever	
  his breath weapon hurt worst before engaging 
  other opponents.
  Changes: Melee bite +11 (1d6+4), 2 claws +11 
  (1d6+3); Feats Improved Initiative, Improved 
  Natural	Attack	(Claws),	Iron	Will,	Vital	Strike.
  sCarLET sTaLKEr
  Even wyrmling red dragons hunt down 
  thieves foolish enough to take so much as a 
  single copper coin from a hoard. This wyrmling 
  is ready for vengeance.
  Changes: Fort +7, Ref +7, Will +5; Feats 
  Alertness,	 Improved	 Initiative,	 Self-Sufficient,	
  Vital Strike; Skills Fly +14, Heal +2, Intimidate 
  +10, Perception +12, Sense Motive +12, Stealth 
  +16, Survival +12.
  hOard
  Slow (6,600 gp): Black star sapphire 
  (1,200	 gp),	 blue	 sapphire	 (1,200	 gp),	 fiery	
  yellow corundum (1,200 gp), 3,000 gp.
  Medium (10,050 gp): Black star sapphire 
  (1,200	 gp),	 blue	 sapphire	 (1,200	 gp),	 fiery	
  yellow corundum (1,200 gp), small carpet 
  threaded with gold (3,000 gp), 300 pp, 450 
  gp.
  Fast 
  (15,000 
  gp): 
  +1 
  dragonbane 
  longsword (8,315 gp), 600 pp, 685 gp.
  uppinG ThE anTE
  The very young red dragon is already 
  tough enough to cow a pair ogres. Red 
  dragons that take on ogres as minions use 
  them as lair guards while hunting. Such 
  very young red dragons speak Giant rather 
  than Common.
  aLTErnaTivE BuiLds
  Those	red	dragons	that	survive	their	first	
  decades start to lose some of their brilliant 
  coloration, and their bright, yellow eyes 
  fade to amber. By this time, their ambitions 
  grow, and they chafe at the restrictions of 
  youth. Night is still the safest time for them 
  to hunt.
  sanGuinE sLashEr
  The melee-focused wyrmling grows 
  into this deadly close-combat specialist. She 
  loves to be in the middle of combat, where 
  she	can	take	full	advantage	of	Multiattack.	
  Although she does not score critical hits 
  any more often, Critical Focus means she’s 
  much	more	likely	to	confirm	them.
  Red dRagon, VeRy young
  A blood-red dragon with a crown of horns on its head 
  examines you, its eyes burning with hunger. 
  Very Young Red Dragon      CR 8
  XP 4,800
  CE	Medium	dragon	(fire) 
  Init +5; Senses dragon senses, smoke vision;  
  Perception +13
  Defense
  AC	20,	touch	11,	flat-footed	19	(+1 Dex, +9  natural)
  hp 85 (9d12+27)
  Fort +9, Ref +7, Will +9
  Immune	fire,	paralysis,	sleep
  Weaknesses Vulnerability to cold
  Offense
  Speed	40	ft.,	fly	150	ft.	(average)
  Melee bite +14 (1d8+7), 2 claws +14 (1d6+5), 2 
  wings +9 (1d4+2) 
  Special Attacks breath weapon (30-ft. cone, DC 
  17,	4d10	fire)
  Statistics
  Str 21, Dex 12, Con 17, Int 12, Wis 13,  Cha 12
  Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
  Feats Cleave, Improved Initiative, Iron Will, 
  Power	Attack,	Vital	Strike 
  Skills	Appraise	+13,	Bluff	+13,	Fly	+13,	
  Intimidate +13, Perception +13, Sense 
  Motive +13, Stealth +13 
  Languages Common, Draconic
  Special Abilities
  Smoke Vision (Ex): A very young or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).
  
  5
  Changes: Fort +9, Ref +7, Will +7; Melee 
  bite +14 (1d8+7), 2 claws +14 (1d8+5), 2 wings 
  +12 (1d4+2); Feats Critical Focus, Improved 
  Initiative,	Improved	Natural	Attack	(claws),	
  Multiattack,	Vital	Strike.
  vEnGEfuL sTaLKEr
  The wyrmling hunter grows into this 
  dogged tracker.
   
  Changes: Feats Alertness, Improved 
  Initiative,	 Iron	 Will,	 Self-Sufficient,	 Vital	
  Strike;	 Skills	 Appraise	 +13,	 Bluff	 +13,	 Fly	
  +13, Heal +3, Intimidate +13, Perception +15, 
  Sense Motive +15, Stealth +13, Survival +13.
  Red dRagon, young
  A scaly, lion-sized horror stalks toward you, its scales 
  the color of blood. 
  Young Red Dragon               CR 10
  XP 9,600
  CE	Large	dragon	(fire) 
  Init +5; Senses dragon senses, smoke vision; 
  Perception +15
  Defense
  AC	22,	touch	10,	flat-footed	21	(+1	Dex,	+12	
  natural, –1 size) 
  hp 115 (11d12+44)
  Fort +11, Ref +8, Will +10
  Immune	fire,	paralysis,	sleep
  Weaknesses vulnerability to cold
  Offense
  Speed	40	ft.,	fly	200	ft.	(poor)
  Melee bite +17 (2d6+10), 2 claws +17 (1d8+7), 2 
  wings +12 (1d6+3), tail slap +12 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 
  19,	6d10	fire)
  hOard
  In her second decade of life, the young red 
  dragon begins looking for items to improve her 
  attributes	and	to	reduce	her	weaknesses,	while	
  still	collecting	the	coins	she	covets	so	fiercely.
  Slow (10,950 gp): headband of alluring 
  charisma +2 (4,000 gp), 600 pp, 950 gp.
  Medium (16,350 gp): ring of minor cold 
  resistance (10,000 gp), headband of alluring 
  charisma +2 (4,000 gp), 200 pp, 350 gp.
  Fast (24,600 gp): headband of mental 
  prowess +2 (Wisdom and Charisma; 10,000 gp), 
  ring of minor cold resistance (10,000 gp), 400 
  pp, 600 gp.
  uppinG ThE anTE
  The dragon wears the headband from her 
  hoard. The Charisma bonus improves her 
  Concentration checks by +1, her saving throw 
  DCs	by	+1,	and	her	Bluff	and	Intimidate	skills	
  by +1 each. If you’re using the Fast progression, 
  the headband also increases her Will saving 
  throw by +1. If you’re using the Medium or Fast 
  progressions, she also wears the ring of minor 
  cold resistance.
  Spell-Like Abilities (CL 11th, concent +12)
  At will—detect magic
  Spells Known (CL 1st, concentration +2, save 
  DC 11+spell level)
  1st (4/day)—shield, true strike
  0 (at will)—mage hand, message, 
  prestidigitation , read magic
  Statistics
  Str 25, Dex 12, Con 19, Int 12, Wis 13, Cha 12
  Base Atk +11; CMB +19; CMD 30 (34 vs. trip)
  Feats Cleave, Improved Initiative, Improved 
  Vital Strike, 
  Iron	Will,	Power	Attack,	Vital	Strike 
  Skills	Appraise	+15,	Bluff	+15,	Fly	+9,	
  Intimidate +15, Perception +15, S
  ense Motive +15, Stealth +11
  Languages Common, Draconic
  Special Abilities
  Smoke Vision (Ex): A very young or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).
  
  6
  Some young red dragons dominate an entire 
  family (5–16) of ogres. Those young red dragons 
  speak Giant rather than Common. The ogres 
  serve as lookouts for the dragon. Although 
  young red dragons are far more powerful than 
  their ogre slaves, the dragons are aware that 
  they are just beginning to learn magic. They are 
  too wary at this stage to associate with demons.
  aLTErnaTivE BuiLds
  Young red dragons are just starting to dabble 
  in magic, but a few focus on it even at this early 
  stage. Here is one example.
  COnfLaGranT sOrCErEr
  This young red dragon knows a few spell-
  related	 feats	 and	 also	 knows	 some	 different	
  spells. She begins combat with mage armor 
  already	cast,	and	the	changes	below	reflect	that.	
  As with many other dragons, she opens combat 
  with her breath weapon. She then casts true 
  strike, and on the next round lands to bite using 
  the bonus from the spell and the damage boost 
  from Improved Vital Strike.
  Changes:	AC	26,	touch	14,	flat-footed	25	(+1	
  Dex, +12 natural, –1 size, +4 mage armor); Spells 
  Known (CL 1st, concentration +2, save DC 11 
  + spell level) 1st (3/day, 2 remaining)—mage 
  armor, true strike; 0 (at will)—acid splash, jolt, 
  ray of frost, read magic; Feats Arcane Strike, 
  Combat Casting, Improved Initiative, Improved 
  Vital Strike, Iron Will, Vital Strike.
  Statistics
  Str 27, Dex 12, Con 21, Int 14, Wis 15, Cha 14
  Base Atk +13; CMB +22; CMD 33 (37 vs. trip) 
  Feats	Hover,	Improved	Initiative,	Multiattack,	
  Power	Attack,	Vital	Strike,	Weapon	Focus(bite),	
  Weapon Focus (claw) 
  Skills Acrobatics +14, Appraise +18, 
  Bluff	+18,	Fly	+11,	Intimidate	+18,	
  Perception +18, Sense Motive +18, Spellcraft +18 
  Languages Common, Draconic, Giant
  Special Abilities
  Smoke Vision (Ex): A very young or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).
  hOard
  This juvenile red dragon has faced at 
  least one would-be dragon slayer in the 
  past. He actively seeks magic that improves 
  him mentally, making him a wily foe.
  Slow (13,950 gp): headband of mental 
  prowess +2 (Wisdom and Charisma; 10,000 
  gp), 300 pp, 950 gp.
  Medium (21,000 gp): headband of mental 
  prowess +2 (Wisdom and Charisma; 10,000 
  gp), +1 dragonbane greatsword (8,350 gp), 
  200 pp, 650 gp.
  Fast (31,500 gp): headband of mental 
  superiority +2 (16,000 gp), +1 dragonbane 
  greatsword (8,350 gp), 700 pp, 150 gp.
  uppinG ThE anTE
  The	first	and	most	obvious	way	to	make	
  the juvenile red dragon tougher is starting 
  him	 off	 with	 mage	 armor	 and	 true	 strike	
  already cast. That assumes that he has at 
  least 2 rounds of warning before the PCs 
  attack.
  Red dRagon, JuVenile
  A whiff of brimstone and sulfur is the only warning 
  before a dragon the size of a grizzly bear crashes into 
  your midst. 
  Juvenile Red Dragon            CR 11
  XP 12,800
  Male juvenile red dragon 
  CE large Dragon (Fire) 
  Init +5; Senses dragon senses, smoke vision;
  Perception +18
  Aura Frightful Presence (120 ft., DC 18)
  Defense
  AC	25,	touch	10,	flat-footed	24	(+1	Dex,	
  +15 natural, -1 size) 
  hp 149 (13d12+65)
  Fort +13, Ref +9, Will +10
  Defensive Abilities	Immune	fire,	paralysis,	
  sleep 
  Weaknesses vulnerable to cold
  Offense
  Speed	40	ft.,	fly	200	ft.	(poor)
  Melee bite +22 (2d6+13), 2 claws +22 (1d8+9), 2 
  wings +19 (1d6+5), and tail +19 (1d8+13) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks Breath Weapon (40 ft. cone, DC 
  21,	8d10	fire) 
  Spell-Like Abilities (CL 13th; concentration 
  +15, save DC 12 + spell level)
  At will — detect magic, pyrotechnics
  Spells Known (CL 3rd; concentration +5, 
  ranged touch +14, save DC 12 + spell level)
  1st (5/day) — mage armor, ray of 
  enfeeblement, true strike
  0th (at will) — arcane mark, flare, mage 
  hand, open/close, prestidigitation
  
  7
  The headbands change some of his stats, 
  and create slight increases in the challenge 
  he creates for your players, as follows:
  Headband of mental prowess: Frightful 
  presence DC 19; Will +11; Spell-Like Abilities 
  (concentration +16, save DC 13 + spell level); 
  Spells Known (concentration +6) 1st—6/day; 
  Skills	Bluff	+19,	Intimidate	+19,	Perception	
  +19, Sense Motive +19.
  Headband 
  of 
  mental 
  superiority: 
  Frightful presence DC 19; Will +11; Spell-
  Like Abilities (concentration +16, save DC 13 
  + spell level); Spells Known (concentration 
  +6)	1st—6/day;	Skills	Appraise	+19,	Bluff+19,	
  Intimidate +19, Perception +19, Sense Motive 
  +19, Spellcraft +19.
  aLTErnaTivE BuiLds
  Juvenile red dragons are still developing 
  as spellcasters, but they have become much 
  more formidable physical opponents. These 
  two builds focus on two aspects of that 
  physicality.
  Note that many red dragons learn 
  Abyssal as their third language, after 
  Draconic and Common, to converse with 
  the demons that inevitably seek to make red 
  dragons their agents.
  impLaCaBLE hunTEr
  This juvenile dragon is a cruel and 
  unstoppable threat to anyone foolish 
  enough to steal from him. He typically takes 
  advantage of natural darkness to bring his 
  breath weapon into range, and suppresses 
  his Frightful Presence until after the initial 
  strike. You can count on him to cast mage 
  armor before he creeps up on the thieves. 
  Their	first	warning	might	very	well	be	when	
  he casts true strike right before his assault.
   
  Changes: Fort +13, Ref +9, Will +12; 
  Melee bite +21 (2d6+13), 
  2 claws +21 (1d8+9), 2 wings +19 
  (1d6+5), and tail +19 (1d8+13); 
  Feats Alertness, Improved Initiative, 
  Improved Vital Strike, Iron Will, 
  Multiattack,	Vital	Strike,	Self-
  Sufficient;	Skills	Bluff	+18,	Fly	+11,	Heal	
  +4, Intimidate +18, Perception +20, Sense 
  Motive +20, Stealth +13, Spellcraft +18, 
  Survival +20.
  wiLdfirE
  Juvenile dragons like this one practice 
  their	flying	more	than	others	of	their	kind.	
  They	are	much	more	likely	to	fight	from	the	
  air than typical red dragons. This dragon 
  prefers	to	attack	at	night,	opening	the	battle	
  with his breath weapon and then taking 
  advantage of his reach to Hover above the 
  range	of	melee	attacks.	If	he	has	to	escape,	
  he uses Hover to kick up a cloud of dust 
  before	flying	off.
  Changes: Fort +13, Ref +9, Will +12; 
  Melee bite +22 (2d6+13), 2 claws +21 (1d8+9), 
  2 wings +19 (1d6+5), and tail +19 (1d8+13); 
  Feats	 Flyby	 Attack,	 Hover,	 Improved	
  Initiative,	 Iron	 Will,	 Multiattack,	 Weapon	
  Focus (bite), Wingover.
  Red dRagon, young adult
  A whiff of brimstone and sulfur is the only warning 
  before a dragon the size of a grizzly bear crashes into 
  your midst. 
  Young Adult Red Dragon  CR 13
  XP 25,600
  CE	Huge	dragon	(fire) 
  Init +4; Senses dragon senses, smoke vision; 
  Perception +20
  Aura frightful presence (150 ft., DC 19)
  Defense
  AC	26,	touch	8,	flat-footed	26	(+18	natural,	-2	size)
  hp 172 (15d12+75)
  Fort +14, Ref +9, Will +13
  DR 5/magic; Immune	fire,	paralysis,	sleep;	SR	24
  Weaknesses Vulnerability to cold
  Offense
  Speed	40	ft.,	fly	200	ft.	(poor)
  Melee bite +22 (2d8+13), 2 claws +22 (2d6+9), 2 
  wings +20 (1d8+4), tail slap +20 (2d6+13) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  
  8
  Special Attacks breath weapon (50-ft. cone, DC 22, 
  10d10	fire),	crush	(Small	creatures,	DC	22,	2d8+13)
  Spell-Like Abilities (CL 15th; concentration +17, 
  save DC 12 + spell level)
  At will—detect magic, pyrotechnics (DC 14)
  Spells Known (CL 5th; concentration +7, save DC 
  12 + spell level)
  2nd (5/day)—resist energy, see invisibility
  1st (7/day)—alarm, magic missile, shield, true strike
  0 (at will)—arcane mark, bleed, light, mage hand, 
  message, read magic
  Statistics
  Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14
  Base Atk +15; CMB +26; CMD 36 (40 vs. trip)
  Feats Cleave, Improved Initiative, Improved 
  Iron Will, Improved Vital Strike, Iron Will, 
  Multiattack,	Power	Attack,	Vital	Strike
  Skills	Appraise	+20,	Bluff	+20,	Fly	+10,	
  Intimidate +20, Knowledge (arcana) +20, 
  Perception+20, Sense Motive +20, Stealth +10 
  Languages Common, Draconic, Orc
  Special Abilities
  Smoke Vision (Ex): A very young or older red 
  dragon can see perfectly in smoky conditions (such 
  as those created by pyrotechnics).
  hOard
  As	 she	 approaches	 her	 first	 century	 of	 life,	
  the young adult red dragon envies how often 
  the puny wizards and sorcerers who seek to 
  dominate or kill her can cast spells.
  Slow (23,250 gp): ring of wizardry I (20,000 
  gp), 300 pp, 250 gp.
  Medium (34,800 gp): ring of wizardry I (20,000 
  gp), +1 dragonbane greatsword (8,350 gp), ring of 
  counterspells (4,000 gp), 200 pp, 450 gp.
  Fast (52,500 gp): pale green prism ioun stone 
  (30,000 gp), ring of wizardry I (20,000 gp), 2,500 
  gp.
  uppinG ThE anTE
  You can up the ante using material from 
  the hoards. A young adult red dragon with 
  a ring of wizardry I typically knows mage 
  armor, magic missile, shield, and true strike. 
  She can cast up to fourteen 1st-level spells 
  per day.
  A young adult red dragon with a ring 
  of counterspells typically knows blur and 
  either blindness/deafness or web. Whichever 
  of	the	latter	two	she	knows,	she	casts	into	
  the ring in anticipation of a dragon hunter 
  casting it. As a side note, a scaly bulwark 
  (see “Alternative Builds,” below) with the 
  medium hoard items is a particularly tough 
  surprise for PCs.
  A young adult with a pale green prism 
  ioun stone gains a +1 competence bonus 
  to	attack	rolls,	saving	throws,	skill	checks,	
  and ability checks, making her a more 
  formidable opponent all around. A ruby 
  death (see “Alternative Builds,” below) 
  with a fast hoard is an unexpectedly savage 
  melee opponent.
  At her age, the young adult red dragon 
  is already a physical match for 2–3 hezrou, 
  and she might have such “minions” 
  guarding her lair. If she does, she speaks 
  Abyssal rather than Orc. Such relationships 
  are fraught with tension, however, as the 
  hezrou try to dominate the red dragon and 
  she tries to wrest eldritch secrets from them.
  aLTErnaTivE BuiLds
  The scaly bulwark build takes advantage 
  of two new facets at this age category: DR 
  and SR. Scaly bulwarks count on being able 
  to	 outlast	 their	 opponents,	 shrugging	 off	
  damage and spells that would wear down 
  younger dragons.
  The ruby death build emphasizes the 
  chaotic nature of red dragons. She assumes 
  that	 as	 many	 times	 as	 she	 can	 attack	 in	 a	
  single round, she’s likely to score a critical 
  hit in every combat. She wants to make 
  those critical hits happen more often and 
  make them crueler when they do.
  sCaLY BuLwarK
  This young adult red dragon focuses 
  herself on defense, improving her already 
  formidable armor and damage reduction. If 
  she has a chance to prepare for combat, she 
  casts (in this order) mage armor, blur, and 
  shield.
  Changes:	AC	35,	touch	8,	flat-footed	35	
  (+19 natural, –2 size, +4 shield, +4 armor); 20% 
  miss chance (blur); DR 6/magic; Immune 
  fire,	 magic	 missile,	 paralysis,	 sleep;	 Spells	
  Known (CL 5th; concentration +7, save DC 
  12 + spell level) 2nd (5/day, 4 remaining)—
  blur, web; 1st (7/day, 5 remaining)—mage 
  armor, magic missile, shield, true strike; 0 (at 
  will)—arcane mark, bleed, light, mage hand, 
  message, read magic; Feats Endurance, 
  Improved Initiative, Improved Natural 
  Armor, Improved Iron Will, Iron Will, 
  Minor	 Damage	 Reduction*,	 Multiattack,	
  Vital Strike.
  *Third Party Feat, from Open Design
  ruBY dEaTh
  This young adult red dragon relishes the 
  bloody	chaos	of	battle,	and	she	charges	into	
  melee immediately after using her breath 
  weapon.
  
  9
  Changes: Melee bite +22 (3d8+13/19–20, 
  +4	to	confirm	critical,	2d6	bleed	on	critical),	
  2 claws +22 (2d6+9), 2 wings +20 (1d8+4), tail 
  slap +20 (2d6+13); Feats Bleeding Critical, 
  Critical Focus, Improved Critical (bite), 
  Improved Initiative, Improved Iron Will, 
  Improved	 Natural	Attack	 (bite),	 Iron	 Will,	
  Multiattack;	ruby	death	loses	smoke	vision	
  and gains rend (2 claws, 2d6+13).
  Red dRagon, adult
  A dragon with all the hunger, ferocity, and size of 
  a great white shark licks its beak as it glares at you. 
  Adult Red Dragon                CR 14
  XP 38,400
  CE	Huge	dragon	(fire) 
  Init +4; Senses dragon senses, smoke vision; 
  Perception +23
  Aura	fire	(5	ft.,	1d6	fire),	frightful	presence	(180	
  ft., DC 21)
  Defense
  AC	29,	touch	8,	flat-footed	29	(+21	natural,	
  –2 size) 
  hp 212 (17d12+102)
  Fort +16, Ref +10, Will +15
  DR	5/magic;	Immune	fire,	paralysis,	sleep;	
  SR 25 
  Weaknesses Vulnerability to cold
  Offense
  Speed	40	ft.,	fly	200	ft.	(poor)
  Melee bite +25 (2d8+15), 2 claws +25 (2d6+10), 2 
  wings +23 (1d8+5), tail slap +23 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 
  24,	12d10	fire),	crush	(Small	Creatures,	DC	24,	
  2d8+15)  
  Spell-Like Abilities (CL 17th, concentration 
  +20, save DC 13 + spell level)
  At will—detect magic, pyrotechnics, suggestion
  Spells Known (CL 7th, concentration +10, save 
  DC 10 + spell level)
  3rd (5/day)—dispel magic, haste
  2nd (7/day)—invisibility, resist energy, see 
  invisibility
  1st (7/day)—alarm, grease, magic 
  missile, shield, true strike
  0 (at will)—arcane mark, light, mage hand, 
  mending, message, prestidigitation, read magic
  Statistics
  Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16
  Base Atk +17; CMB +29; CMD 39 (43 vs. trip)
  Feats Cleave, Greater Vital Strike, Improved 
  Initiative, Improved Iron Will, Improved 
  Vital	Strike,	Iron	Will,	Multiattack,	
  Power	Attack,	Vital	Strike
  Skills	Appraise	+23,	Bluff	+23,	Fly	+12,	
  Intimidate +23, Knowledge (arcana) +23, 
  Perception+23, Sense Motive +23, 
  Spellcraft +23, Stealth +12
  Languages Common, Draconic, Dwarven, Orc
  Special Abilities
  Fire Aura (Su): An aura of intense heat 
  surrounds adult and older red dragons. 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.
  Smoke Vision (Ex): A very young  or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).
  hOard
  In his second century of life, the adult 
  red dragon needs even bigger beds of coins 
  on which to rest.
  Slow (30,000 gp): ring of spell storing 
  (lightning bolt) (18,000 gp), 1,200 pp.
  Medium (45,000 gp): greater ring of cold 
  resistance (44,000 gp), 1,000 gp.
  Fast (66,000 gp):	 light	 steel	 shield	 of	 fire	
  resistance (22,159 gp), +2 dragonbane longsword 
  (18,315 gp), rod of absorption (15 spell levels 
  remaining, 15,000 gp), 1,400 pp, 526 gp.
  uppinG ThE anTE
  With the standard build for an adult red 
  dragon, using either of the rings or the rod of 
  absorption increases the ante. If you’re using 
  the	roaring	flames	alternative	build	(see	below),	
  we recommend swapping a ring of wizardry 
  I (20,000 gp) into the slow hoard, or a ring of 
  wizardry II into either the medium or fast 
  hoards.
  At this age, the red dragon might have 
  as many as six hezrou slaving for him, and 
  unless they can overcome their basic natures 
  and cooperate with each other, he is easily 
  their master. If you choose to have hezrou 
  fight	alongside	your	adult	red	dragon,	then	he	
  speaks Abyssal instead of Orc.
  aLTErnaTivE BuiLds
  The ember extortionist is the dragon that 
  terrifies	 villagers	 into	 delivering	 virtuous	
  youths regularly, and that forces villagers 
  to murder travelers to get the tribute that he 
  demands. 
  The	 roaring	 flames	 is	 a	 metamagic-using	
  caster,	 and	 roaring	 flames	 shows	 how	 that	
  affects	his	spells	and	the	price	he	had	to	pay.
  EmBEr ExTOrTiOnisT
  In addition to the skill bonuses gained 
  with this build, the ember extortionist changes 
  combat options. He can feint in combat as a 
  move action, and he will do so if he’s having 
  
  10
  a	hard	time	hitting	a	nimble	opponent.	If	he’s	
  taking	a	lot	of	damage	from	attacks	that	target	
  his AC, he can increase his AC by up to +17 
  using Combat Expertise, although that reduces 
  his	attack	bonuses	by	an	equal	amount.
  Changes: Feats Combat Expertise, Deceitful, 
  Improved Feint, Improved Initiative, Improved 
  Iron Will, Intimidating Prowess, Iron Will, 
  Multiattack,	
  Persuasive;	
  Skills	
  Bluff	
  +25,	
  Diplomacy +25, Disguise +5, Fly +12, Intimidate 
  +40, Knowledge (arcana) +23, Perception+23, 
  Sense Motive +23, Spellcraft +23, Stealth +12.
  Note that any Evocation spell cast by a 
  roaring	flames	dragon	has	a	save	DC	of	12	
  + spell level.
  His spell preparations, in the order he 
  casts them, are mage armor, shield, and 
  haste.	The	changes	below	reflect	those	spells	
  being cast.
  Changes:	 Init	 +0;	 AC	 38,	 touch	 9,	 flat-
  footed 37 (+21 natural, –2 size, +1 dodge, 
  +4 armor, +4 shield); Fort +16, Ref +11, Will 
  +15;	Immune	fire,	magic	missile,	paralysis,	
  sleep;	Speed	70	ft.,	fly	230	ft.	(poor);	Melee	
  bite +26 (2d8+15), 2 claws +26 (2d6+10), 2 
  wings +21 (1d8+5), tail slap +21 (2d6+15), 
  while	hasted	and	taking	a	full	attack	action	
  he	 can	 make	 one	 more	 melee	 attack	 with	
  his	 full	 base	 attack	 bonus;	 Spells	 Known	
  (CL 7th, concentration +10, save DC 10 + 
  spell level) 3rd (5/day, 4 remaining)—dispel 
  magic, empowered magic missile, haste, 
  thundering magic missile, 2nd (7/day)—
  invisibility, resist energy, see invisibility, 1st 
  (7/day, 4 remaining)—alarm, mage armor, 
  magic missile, shield, true strike; Feats 
  Arcane Strike, Combat Casting, Empower 
  Spell, Greater Spell Focus (Evocation), 
  Greater Spell Penetration, Iron Will, Spell 
  Focus 
  (Evocation), 
  Spell 
  Penetration, 
  Thundering Spell*.
  *A noncore feat from the Advanced 
  Player’s Guide.
  rOarinG fLamEs
  A	roaring	flames	red	dragon	prefers	to	
  attack	with	his	breath	weapon	and	his	spells,	
  from range, for as long as he can. He casts 
  when in melee, too, so true strike should 
  see a lot of use. He uses thundering magic 
  missiles	 against	 spellcasters	 in	 the	 first	
  rounds of combat, and then uses empowered 
  magic missiles against the weakest party 
  members. If faced with particularly nasty 
  spellcasters, he readies an action and uses 
  dispel magic as a counterspell.
  
  11
  Red dRagon, matuRe adult
  A dragon with all the hunger, ferocity, and size of 
  a great white shark licks its beak as it glares at you. 
  Mature Adlt Red Dragon  CR 15
  XP 51,200
  CE	Huge	dragon	(fire) 
  Init +4; Senses dragon senses, smoke vision; 
  Perception +25
  Aura	fire	(5	ft.,	1d6	fire),	frightful	presence	(210	
  ft., DC 22)
  Defense
  AC	32,	touch	8,	flat-footed	32	(+24	natural,	
  -2 size) 
  hp 237 (19d12+114)
  Fort +17, Ref +11, Will +16
  DR	10/magic;	Immune	fire,	paralysis,	
  sleep; SR 26 
  Weaknesses Vulnerability to cold
  Offense
  Speed	40	ft.,	fly	200	ft.	(poor)
  Melee bite +28 (2d8+16/19-20), 2 claws +28 
  (2d6+11), 2 wings +26 (1d8+5), tail slap +26 
  (2d6+16) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 
  25,	14d10	fire),	crush	(Small	creatures,	DC	25,	
  2d8+16) 
  Spell-Like Abilities (CL 19th; concentration 
  +22, save DC = 13 + spell level)
  At will—detect magic, pyrotechnics, suggestion
  Spells Known (CL 9th; concentration +12, save 
  DC 13+ spell level)
  4th (4/day)—greater invisibility, stoneskin
  3rd (7/day)—dispel magic, displacement, haste
  2nd (7/day)—alter self, misdirection, resist 
  energy, see invisibility 
  1st (7/day)—alarm, grease, magic 
  missile, shield, true strike 
  0 (At Will)—arcane mark, bleed, light, mage 
  hand, mending, message, prestidigitation, read 
  magic
  Statistics
  Str 33, Dex 10, Con 23, Int 16, Wis 17, Cha 16
  Base Atk +19; CMB +32; CMD 42 (46 vs. trip)
  Feats Cleave, Greater Vital Strike, 
  Improved Critical (bite), Improved Initiative, 
  Improved Iron Will, Improved Vital Strike, 
  Iron	Will,	Multiattack,	Power	Attack,	Vital	
  Strike
  Skills	Appraise	+25,	Bluff	+25,	Fly	+14,	
  Intimidate +25, Knowledge (arcana) +25, 
  Perception+25, Sense Motive +25, Spellcraft +25, 
  Stealth +14 
  Languages Common, Draconic, Dwarven, Orc
  Special Abilities
  Fire Aura (Su): An aura of intense heat 
  surrounds adult and older red dragons. 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.
  Smoke Vision (Ex): A very young  or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).
  hOard
  Slow (39,000 gp): rod of negation (46 
  charges, 34,040 gp), 400 pp, 960 gp.
  Medium (58,500 gp): lavender and 
  green ellipsoid ioun stone (43 spell levels 
  remaining; 34,400 gp), +2 dragonbane 
  longsword (18,315 gp), 500 pp, 785 gp.
  Fast (87,000 gp): rod of absorption (37 
  spell levels remaining, 13 levels stored; 
  50,000 gp), headband of mental superiority 
  +2 (16,000 gp), 2,000 pp, 1,000 gp.
  uppinG ThE anTE
  Each of the above hoards contains at least 
  one item that could make an encounter more 
  difficult	 by	 negating	 magic	 items,	 absorbing	
  spells, or increasing the red dragon’s ability 
  scores. Considering that a mature adult red 
  dragon is over two hundreds years old, you 
  can assume he has the intelligence and the 
  experience to use such items.
  Some mature adult red dragons provide 
  footholds in the Material Plane for vrocks. 
  Even an entire gang (3–10) of vrocks cannot 
  hope to overcome a mature adult red. In return 
  for providing secure shelter, the mature adult 
  red insists that the vrocks act as her personal 
  hunting dogs.
  Although their Perception bonuses are 
  roughly	the	same,	every	vrock	is	a	better	tracker	
  than a standard mature adult red dragon. 
  While	vrocks	are	much	slower	fliers,	they	cover	
  a wider area by spreading out. Of course, the 
  reds consider the vrocks expendable and think 
  nothing of breaking their bargains for any 
  reason—or none at all.
  Those mature adult red dragons that 
  associated with vrocks speak Abyssal instead 
  of Dwarven.
  aLTErnaTivE BuiLds
  A vengeful hunter is more likely to associate 
  with a nalfeshnee warband (1 nalfeshnee, 1 
  hezrou, and 2–5 vrocks) than solely with vrocks. 
  The	vengeful	hunter	is	simply	a	better	tracker	
  than the demons.
  The nalfeshnee serves as master of the 
  hunt, with the hezrou and the vrocks acting 
  as scouts and hunting dogs. The nalfeshnee 
  forces the vrocks to hunt around the clock until 
  
  12
  they locate the vengeful hunter’s prey, but the 
  attacks	occur	at	night,	when	darkness	hides	the	
  dragon’s approach.
  vEnGEfuL hunTEr
  Once the demons locate the dragon’s prey 
  and open the encounter, the dragon casts a 
  series	of	spells	before	attacking.	The	“Changes”	
  section	below	reflects	the	spells’	effects.
  The dragon casts spells in this order: mage 
  armor (almost 9 hours remaining), stoneskin 
  (roughly 89.5 minutes remaining), resist energy 
  (cold) (roughly 89.5 minutes remaining), shield 
  (roughly 8.5 minutes remaining), haste (7 
  rounds remaining), and displacement (8 rounds 
  remaining).
  Changes:	AC	41,	touch	9,	flat-footed	40	(+24	
  natural, –2 size, +1 dodge, +4 armor, +4 shield); 
  50% miss chance; Fort +17, Ref +12, Will +16; 
  DR 10/magic and adamantine; Resist cold 10; 
  Immune	 fire,	 magic	 missile,	 paralysis,	 sleep;	
  Speed	70	 ft.,	fly	 230	 ft.	 (poor);	Melee	bite	+29	
  (2d8+16/19–20), 2 claws +29 (2d6+11), 2 wings 
  +27 (1d8+5), tail slap +27 (2d6+16), if using a 
  full	attack	action	the	dragon	can	make	another	
  melee	attack	at	its	full	BAB;	Spells	Known	(CL	
  9th; concentration +12, save DC 13+ spell level) 
  4th (4/day)—greater invisibility, stoneskin; 
  3rd 
  (7/day, 
  5 
  remaining)—dispel 
  magic, 
  displacement, haste; 2nd (7/day, 6 remaining)—
  acid arrow, blindness/deafness, resist energy, 
  see invisibility; 1st (7/day, 5 remaining)— 
  grease, mage armor, magic missile, shield, true 
  strike; 0 (at will)—arcane mark, bleed, light, 
  mage hand, mending, message, prestidigitation, 
  read magic; Feats Alertness, Improved Critical 
  (bite), Improved Initiative, Improved Iron Will, 
  Improved	 Vital	 Strike,	 Iron	 Will,	 Multiattack,	
  Spell-Like Abilities (CL 21st; concentration 
  +25, save DC 14 + spell level)
  At will—detect 
  magic,	pyrotechnics,	suggestion,	wall	of	fire
  Spells Known (CL 11th; concentration +15, 
  save DC 14 + spell level)
  5th (4/day)—teleport, wall of force
  4th (7/day)—fire shield, greater invisibility, 
  stoneskin
  3rd (7/day)—dispel magic, displacement, 
  haste, tongues 
  2nd (7/day)—alter self, detect thoughts, 
  misdirection, resist energy, see invisibility 
  1st (7/day)—alarm, grease (DC 15), magic 
  missile, shield, true strike 
  0 (at will)—arcane mark, bleed, light, mage 
  hand, mending, message, open/close, 
  prestidigitation, read magic
  Statistics
  Str 35, Dex 8, Con 25, Int 18, Wis 19, Cha 18
  Base Atk +21; CMB +37; CMD 46 (50 vs. trip)
  Feats Cleave, Critical Focus, Greater Vital 
  Strike, Improved Critical (bite), Improved 
  Initiative, Improved Iron Will, Improved 
  Vital	Strike,	Iron	Will,	Multiattack,	Power	
  Attack,	Vital	Strike
  Skills	Appraise	+28,	Bluff	+28,	Diplomacy	+28,	
  Fly +9, Intimidate +28, Knowledge (arcana) 
  +28, Perception+28, Sense Motive +28, 
  Spellcraft +28, Stealth +11 
  Languages Common, Draconic, Dwarven, 
  Giant, Orc
  Special Abilities
  Fire Aura (Su): An aura of intense heat 
  surrounds adult and older red dragons. 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.
  Power	 Attack,	 Self-Sufficient,	 Vital	 Strike;	
  Skills	Bluff	+25,	Fly	+14,	Heal	+5,	Intimidate	
  +25, Knowledge (arcana) +25, Perception+27, 
  Sense Motive +27, Spellcraft +25, Stealth +14, 
  Survival +27; Languages Abyssal, Common, 
  Draconic, Orc.
  Red dRagon, old
  Coins run like sand through the gargantuan claws of 
  a red dragon the size of a whale. 
  OldAdlt Red Dragon  CR 17
  XP 102,400
  CE	Gargantuan	dragon	(fire) 
  Init +3; Senses dragon senses, smoke vision; 
  Perception +28
  Aura	fire	(10	ft.,	1d6	fire),	frightful	
  presence (240 ft., DC 24)
  Defense
  AC 32,	touch	5,	flat-footed	32	(-1	Dex,	+27	
  natural, -4 size) 
  hp 283 (21d12+147)
  Fort +19, Ref +11, Will +18 
  DR 10/magic; Immune	fire,	paralysis,	
  sleep; SR 28 
  Weaknesses Vulnerability to cold
  Offense
  Speed 40	ft.,	fly	250	ft.	(clumsy)
  Melee bite +29 (4d6+18/19-20), 2 claws +29 
  (2d8+12), 2 wings +27 (2d6+6), tail slap +27 
  (2d8+18) 
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 
  DC	27,	16d10	fire),	crush	(Medium	creatures,	
  DC	27,	4d6+18),	manipulate	flames,	tail	
  sweep (Small Creatures, DC 27, 2d6+18) 
  
  13
  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.
  Smoke Vision (Ex): A very young  or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).
  hOard
  The hoards for this red dragon look a 
  bit	 different,	 because	 they	 contain	 larger	
  numbers of magic items. The reason for this 
  is the alternative build presented below. 
  That	 build	 uses	 the	 artificer	 class	 rather	
  than the sorcerer. It’s reasonable to assume 
  that such a dragon, with over four centuries 
  under her wings, would have multiple items 
  in her hoard. The whole point of the Codex 
  Draconis series is that we do work like hoard 
  creation for you, so here are some item-
  heavy hoards. If you’re using a standard, 
  old, red dragon, by all means drop most of 
  the items and replace them with coins.
  Slow (66,000 gp): lavender and green 
  ellipsoid ioun stone (43 spell levels 
  remaining; 34,400 gp), headband of mental 
  superiority +2 (16,000 gp), +1 dragonbane 
  greatsword (8,350 gp), +2 light wooden 
  shield (4,153 gp), 300 pp, 97 gp.
  Medium (96,000 gp): lavender and 
  green ellipsoid ioun stone (43 spell levels 
  remaining; 34,400 gp), pale green prism 
  ioun stone (30,000 gp), headband of mental 
  superiority +2 (16,000 gp), +1 dragonbane 
  greatsword (8,350 gp), +2 light wooden 
  shield (4,153 gp), 300 pp, 97 gp.
  Fast (144,000 gp): ring of spell turning 
  (100,000 gp), headband of mental prowess 
  +4 (Wisdom and Charisma; 40,000 gp), 4,000 
  gp.
  uppinG ThE anTE
  Assume that an old red dragon has 
  defensive	 spells	 already	 cast,	 such	 as	 fire	
  shield, stoneskin, displacement, haste, resist 
  energy, and shield. That alone makes her 
  much tougher.
  •	
  If you use the hoards as presented 
  above, then the old red dragon uses items 
  from her hoard as follows: If you’re using 
  the slow or medium hoards, the lavender 
  and green ellipsoid ioun stone functions 
  like a rod of absorption, except that it 
  requires a readied action to use. The 
  headband of mental superiority makes 
  these changeWill saving throw +19
  •	
  Concentration checks for spell-like 
  abilities +26
  •	
  Concentration checks for spells +16
  •	
  Save DCs for spells and spell-like 
  abilities 15 + spell level
  •	
  She casts one more spell/day at every 
  level she knows
  •	
  Skills improve as follows: Appraise 
  +29,	Bluff	+29,	Diplomacy	+29,	Intimidate	
  +29, Knowledge (arcana) +29, Perception+29, 
  Sense Motive +29, Spellcraft +29
  •	
  She speaks Abyssal in addition to the 
  languages listed.
  The pale green prism ioun stone in the 
  medium hoard gives her a +1 competence bonus 
  to	attack	rolls,	saving	throws,	skill	checks,	and	
  ability checks.
  If you’re using the fast hoard, she activates 
  the ring of spell turning as many times as 
  necessary during combat (up to three times). 
  The headband of mental prowess makes the 
  same changes as the headband of mental 
  superiority, except that Appraise, Knowledge 
  (arcana), and Spellcraft do not improve and she 
  does not gain a language.
  aLTErnaTivE BuiLds
  Red dragons are less likely to become 
  makers	or	artificers	than	other	dragons.	They	
  don’t want to buy kingdoms, and they don’t 
  need to arm hordes of minions. That said, a 
  few	of	them	follow	the	path	of	artificers*	rather	
  than that of sorcerers, to provide themselves 
  with item-based defenses and new ways to sow 
  chaos.
  *This is third-party material from Adamant 
  Entertainment’s The Tome of Secrets.
  fOrGE draGOn
  The forge dragon has the following special 
  abilities and changes:
  Spells Known None. Instead, treat the 
  forge	 dragon	 as	 an	 11th-level	 artificer	 for	 the	
  purposes of special abilities (see below).
  Feats: Brew PotionB, Cleave, Craft Magic 
  Arms and ArmorB, Craft RodB, Craft WandB, 
  
  14
  Craft Wondrous ItemB, Critical Focus, Greater 
  Vital Strike, Improved Critical (bite), Improved 
  Initiative, Improved Iron Will, Improved Vital 
  Strike, Iron Will, Magical AptitudeB, Maximize 
  SpellB,	Multiattack,	Power	Attack,	Scribe	ScrollB, 
  Vital Strike.
  BBonus feat
  Skills: Appraise +28, Craft (alchemy) +34, Craft 
  (armor) +34, Craft (blacksmith) +34, Craft (bows) 
  +34, Craft (carpenter) +34, Craft (weapons) +34, 
  Fly –2, Knowledge (arcana) +28, Spellcraft +30, 
  Stealth –13, Use Magic Device +30
  Special Abilities: In addition to her draconic 
  special abilities, the forge dragon gains the 
  following:
  indicates that the device fails to activate 
  for that user, and a roll of 1 means that the 
  device breaks down for good).
  If the device is used more times than 
  allowed (by anyone), it requires a Use Magic 
  Device check with a DC equal starting at 20 
  and rising by 1 every additional time the 
  device is used. A failed roll means that the 
  device breaks down and cannot be used 
  again (the forge dragon will have to build 
  another).
  Combining	 multiple	 magical	 effects	
  into	a	single	device	means	that	both	effects	
  function simultaneously upon activation 
  (effectively	 casting	 two	 or	 more	 spells	 at	
  once), but such devices are even more 
  unstable than usual. The Use Magic Device 
  check for extra activations starts at DC 25 + 
  the	number	of	effects	used,	and	it	goes	up	
  for each additional usage by the number of 
  effects	used.
  Item Creation: At second level, a forge 
  dragon’s invention ability expands to 
  include the creation of true magic items, 
  even if the forge dragon does not have access 
  to the prerequisite spells. The forge dragon 
  must make a successful Craft check (DC 20 + 
  caster level) to emulate each spell normally 
  required to create the item. This ability does 
  not stack with the Master Craftsman feat.
  The magic item creation guidelines are 
  used, and for the purpose of emulating 
  prerequisites,	 the	 forge	 dragon’s	 effective	
  CL equals 13 (level +2). However, if the item 
  duplicates	a	spell	effect,	the	statistics	of	that	
  effect	use	the	forge	dragon’s	actual	level.
  Elbow Grease: The forge dragon gains a +2 
  bonus to all Craft checks. This bonus raises 
  to +4 at 6th level, and +6 at 10th level. The 
  skills listed above already include the +6 
  bonus.
  • Jack of All Trades: The forge dragon 
  has	picked	up	a	smattering	of	even	the	
  most obscure skills. They can use any 
  skill untrained.
  • Weird Science: A forge dragon is not 
  a spellcaster, but instead possesses the 
  ability to imbue items with magical 
  power. This weird science allows the 
  forge dragon to create devices that 
  combine	 the	 effects	 of	 one	 or	 more	
  spells, either arcane or divine.
  A forge dragon has access to both arcane 
  and divine spell lists, but only up to 4th level. 
  Any number of spells can be combined into 
  a single device. Spell statistics (casting times, 
  and so on) remain unchanged, although 
  no components are required and the forge 
  dragon is considered an 11th-level “caster” 
  for the purposes of CL.
  Weird science devices must be invented 
  in advance, however—they cannot be 
  created	on	the	fly.	The	time	to	create	such	
  devices is 4 hours per spell level used. As 
  such,	 a	 forge	 dragon	 usually	 has	 a	 fixed	
  collection of regularly carried devices.
  Weird science devices are temporary and 
  unreliable. They can be used reliably seven 
  times per day (1 + half class level, rounded 
  up). The device can be used by anyone, but 
  if used by someone other than the forge 
  dragon who built it, it requires a Use Magic 
  Device roll at DC 15 to activate (a failed roll 
  
  15
  Salvage: At 5th level, a forge dragon 
  gains the ability to salvage the gold piece 
  value from a magic item and use those funds 
  to create another magic item. The forge 
  dragon must spend a day with the item, and 
  she must also have the appropriate item 
  creation feat for the item he is salvaging. 
  After one day, the item is destroyed and the 
  forge dragon gains the gp value it took to 
  create the item. This value cannot be spent 
  as gold; it can be used only in the creation of 
  another magic item.
  Metamagic Science: At 6th level, a 
  forge dragon gains the ability to apply a 
  metamagic feat she knows to a spell trigger 
  item (such as a wand). She must have the 
  appropriate item creation feat for the spell 
  trigger item she is using. Using this ability 
  expends additional charges from the item 
  equal	to	the	number	of	effective	spell	levels	
  the metamagic feat would add to a spell.
  Improved Metamagic Science: At 11th 
  level, a forge dragon gains the ability to 
  apply a metamagic feat she knows to a spell 
  completion item (a scroll, for example). She 
  must have the appropriate item creation feat 
  for the spell completion item she is using. 
  The DC for the Use Magic Device check is 
  equal	to	20	+	(3	times	the	modified	level	of	
  the spell).
  Sample Weird Science: Here are some 
  items that a forge dragon might have on 
  hand. Note that she purposely creates 
  devices with varying types of energy 
  damage, assuming that anyone foolish 
  enough	to	attack	her	has	protection	against	
  fire.	All	of	these	devices	allow	seven	uses/
  day. To use one more often, the forge dragon 
  must succeed on a Use Magic Device check 
  each time (DC 20 + 1/additional use).
  Shock Bolter: This device resembles a 
  gargantuan repeating crossbow, but without 
  the bow at the front. As a standard action, 
  the	forge	dragon	can	use	this	weapon	to	fire	
  a maximized deadeye’s arrow (11 points of 
  electricity damage, as the spell) as a ranged 
  touch	attack	at	a	target	up	to	210	feet	away.	
  Note that spell resistance does apply, so the 
  forge dragon might have to make a caster 
  level check.
  Lightning Ray: This device looks like a 
  steampunk	ray	gun.	It	fires	a	lightning	bolt	
  (10d6 points of electricity damage, as the 
  spell;	 DC	 17	 Reflex	 save	 for	 half	 damage)	
  as a standard action. The lightning bolt is a 
  120-foot line, and the device’s range is 120 
  feet. Spell resistance applies.
  Silver Horn: This device resembles a 
  large white bugle. As a standard action, the 
  forge dragon can use this device to produce a 
  30-foot cone of dragon’s breath (as the spell, 
  11d6	points	of	cold	damage,	DC	18	Reflex	
  save for half). Spell resistance applies.
  Ice Crystal Orb: This hand-held orb 
  allows the forge dragon to cast ice storm 
  as a standard action. When she does, she 
  creates a 40-foot diameter, 40-foot tall 
  ice storm within 840 feet. When cast, all 
  creatures within the area take 3d6 points 
  of bludgeoning damage and 2d6 points 
  of cold damage. The storm lasts a total of 
  11 rounds, during which time the area is 
  difficult	terrain,	and	all	creatures	in	the	area	
  take a –4 penalty to Perception checks. Spell 
  resistance applies.
  Crown of Sparks: Worn on the forge 
  dragon’s head, this crown allows her to cast ball 
  lightning as a standard action. Each use creates 
  three globes of lightning, each of which does 3d6 
  points of damage to any creature it touches (as 
  the	spell,	DC	18	Reflex	save	negates,	creatures	
  wearing metal armor take a –4 penalty on this 
  saving throw). The globes last 11 rounds, and 
  she can cast them up to 210 feet away. She can 
  direct all three of the globes as a single move 
  action. Spell resistance applies.
  Red dRagon, VeRy old
  The crown of steeple-like horns atop the head of this red 
  dragon reinforce the impression that it’s the size of a church. 
  Very Old Red Dragon               CR 18
  XP 153,600
  CE	Gargantuan	dragon	(fire) 
  Init +3; Senses dragon senses, smoke vision; 
  Perception +30
  Aura	fire	(10	ft.,	1d6	fire),	frightful	presence	(270	ft.,	
  DC 25)
  Defense
  AC 35,	touch	5,	flat-footed	35	(-1	Dex,	
  +30 natural, -4 size) 
  hp 310 (23d12+161)
  Fort +20, Ref +12, Will +19
  DR 15/magic; Immune	fire,	paralysis,	sleep;	SR	29
  Weaknesses Vulnerability to cold
  Offense
  Speed 40	ft.,	fly	250	ft.	(clumsy)
  Melee bite +32 (4d6+19/19-20), 2 claws +32 (2d8+13), 
  2 wings +30 (2d6+6), tail slap +30 (2d8+19) 
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, DC 
  28,	18d10	fire),	crush	(Medium	creatures,	DC	28,	
  4d6+19),	manipulate	flames,	tail	sweep	(Small	
  creatures, DC 28, 2d6+19)
  
  16
  Spell-Like Abilities (CL 23rd; concentration +27, 
  save DC = 14 + spell level)
  At will—detect magic, pyrotechnics, 
  suggestion, wall of fire
  Spells Known (CL 13th; concentration +17, save 
  DC = 14 + spell level)
  6th (4/day)—antimagic field, contingency
  5th (6/day)—polymorph, teleport, wall of force
  4th (7/day)—fear, fire shield, greater invisibility, 
  stoneskin
  3rd (7/day)—dispel magic, displacement, 
  haste, tongues
  2nd (7/day)—alter self, detect 
  thoughts, misdirection, resist energy, see invisibility 
  1st (7/day)—alarm, grease, magic missile, 
  shield, true strike
  0 (at will)—arcane mark, bleed, light, mage 
  hand, mending, message, open/close, 
  prestidigitation, read magic
  Statistics
  Str 37, Dex 8, Con 25, Int 18, Wis 19, Cha 18
  Base Atk +23; CMB +40; CMD 49 (53 vs. trip)
  Feats Cleave, Critical Focus, Greater Vital 
  Strike, Improved Critical (bite), Improved 
  Initiative, Improved Iron Will, Improved 
  Vital	Strike,	Iron	Will,	Multiattack,	Power	
  Attack,	Staggering	Critical,	Vital	Strike
  Skills	Appraise	+30,	Bluff	+30,	Diplomacy	+30,	
  Fly +11, Intimidate +30, Knowledge (arcana) +30,  
  Perception +30, Sense Motive +30, 
  Spellcraft +30, Stealth +13 
  Languages Common, Draconic, Dwarven, Giant, 
  Orc
  Special Abilities
  Fire Aura (Su): An aura of intense heat surrounds 
  adult and older red dragons. 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.
  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.
  Smoke Vision (Ex): A very young  or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).
  hOard
  After six centuries, the very old red 
  dragon rests his head on a pillow made of 
  platinum pieces. Lying somewhere in the 
  coins is a mighty dragon-slaying weapon, 
  all that remains of some would-be assassin 
  whose reach exceeded her grasp. The dragon 
  might “decorate” his lair with the heads of 
  greedy, younger, red dragons that tried to 
  kill him and take his hoard.
  Slow 
  (84,000 
  gp): 
  +5 
  dragonbane 
  longsword (72,315 gp), 1100 pp, 685 gp.
  Medium (123,000 gp): +5 dragonbane 
  longsword (72,315 gp), greater ring of cold 
  resistance (44,000 gp), 600 pp, 685 gp.
  Fast (186,000 gp): ring of spell-turning 
  (100,000 gp), +5 dragonbane longsword 
  (72,315 gp), 1,300 pp, 685 gp.
  uppinG ThE anTE
  A very old dragon with either the 
  medium or fast hoards wears the ring from 
  his hoard to up the ante of any encounter 
  with him. Another way to up the ante is to 
  make the very old red dragon aware of the 
  PCs’ approach. His preparations look like 
  this:
  AC	40,	touch	6,	flat-footed	39	(–1	Dex,	+30	
  natural, –4 size, +1 dodge, +4 shield); and 
  invisible (greater invisibility does not end 
  when	the	dragon	attacks)	and	50%	miss	
  chance (displacement)
  Fort +20, Ref +12, Will +20
  DR 
  15/magic, 
  10/adamantine, 
  half 
  damage	 from	 cold-based	 attacks	 (none	
  on	a	successful	Reflex	save),	resist	energy	
  30*;	Immune	fire,	magic	missile,	paralysis,	
  sleep; SR 29
  *The very old red dragon chooses the 
  energy type based on what other defenses 
  it has, and what it knows about the PCs. 
  For example, if it’s wearing a greater ring 
  of cold resistance and has the cool shield 
  variant	of	fire	shield,	and	knows	that	the	
  PCs have electricity-based spells, then he 
  chooses to resist electricity when he casts 
  resist energy.
  OffEnsE
  Speed	70	ft.,	fly	280	ft.	(clumsy)
  Melee bite +33 (4d6+19/19–20), 2 claws 
  +33 (2d8+13), 2 wings +31 (2d6+6), tail 
  slap +31 (2d8+19); if the dragon uses a full 
  attack	action,	it	can	make	one	additional	
  attack	at	its	full	attack	bonus
  Spells Known (CL 13th; concentration 
  +17, save DC = 14 + spell level)
  
  17
  6th (4/day)—antimagic field, contingency
  5th (6/day)—polymorph, teleport, wall of 
  force
  4th (7/day, 5 remaining)—fear, fire shield, 
  greater invisibility, stoneskin
  3rd (7/day, 5 remaining)—dispel magic, 
  displacement, haste, tongues
  2nd (7/day, 6 remaining)—alter self, detect 
  thoughts, misdirection, resist energy, see 
  invisibility
  1st (7/day, 6 remaining)—alarm, grease, 
  magic missile, shield, true strike
  aLTErnaTivE BuiLds
  The ember bulwark is a master of 
  defensive	 combat.	 It	 prefers	 to	 fight	
  defensively and to ready actions to cast 
  dispel magic as a counterspell. It won’t use 
  antimagic	field	until	or	unless	it	runs	out	of	
  spells.	It	makes	heavy	use	of	wall	of	fire,	wall	
  of force, and teleport to isolate individual 
  opponents.
  The unconquerable serpent uses its 
  defensive spells, but otherwise goes on the 
  offense.	Shredding	its	foes	with	Rend,	bites,	
  claws, and Bleeding Critical exhilarates this 
  very old red dragon.
  EmBEr BuLwarK
  The ember bulwark focuses on its 
  defenses. Like the scaly bulwark, above, it 
  counts on outlasting any opponent foolish 
  enough	to	attack	it.	You	can	easily	combine	
  this build with the preparations covered in 
  “Upping the Ante,” above.
  Changes:	AC	37,	touch	5,	flat-footed	37	
  (–1 Dex, +32 natural, –4 size); DR 16/magic; 
  Immune	fire,	paralysis,	sleep;	SR	29;	Feats	
  Critical Focus, Endurance, Improved Critical 
  DR 15/magic; Immune	fire,	paralysis,	sleep;	SR	30
  Weaknesses Vulnerability to cold
  Offense
  Speed 40	ft.,	fly	250	ft.	(clumsy)
  Melee bite +35 (4d6+21/19–20), 2 claws +35 
  (2d8+14), 2 wings +33 (2d6+7), tail slap +33 (2d8+21) 
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, DC 
  30,	20d10	fire),	crush	(Medium	Creatures,	DC	
  30,	4d6+21),	manipulate	flames,	melt	stone,	tail	
  sweep (Small Creatures, DC 30, 2d6+21) 
  Spell-Like Abilities (CL 25th, concentration +30, 
  save DC 15 + spell level)
  At will—detect	magic,	find	the	
  path,	pyrotechnics	,	suggestion,	wall	of	fire
  Spells Known (CL 15th, concentration +20, save 
  DC 15 + spell level) 
  7th (4/day)—limited wish, spell turning
  6th (6/day)—antimagic field, contingency, greater 
  dispel magic 
  5th (7/day)—polymorph, telekinesis, teleport, wall 
  of force
  4th (7/day)—fear, fire shield, greater invisibility, 
  stoneskin 
  3rd (7/day)—dispel magic, displacement, haste, 
  tongues
  2nd (7/day)—alter self, detect thoughts, 
  misdirection, resist energy, see invisibility 
  1st (8/day)—alarm, grease, magic missile, shield, 
  true strike 
  0 (at will)—arcane mark, bleed, light, mage 
  hand, mending, message, open/close, prestidigitation,
  read magic
  Statistics
  Str 39, Dex 8, Con 27, Int 20, Wis 21, Cha 20
  Base Atk +25; CMB +43; CMD 52 (56 vs. trip)
  Feats Cleave, Critical Focus, Greater Vital 
  Strike, Improved Critical (bite), Improved 
  Initiative, Improved Iron Will, Improved 
  (bite), Improved Initiative, Improved Iron 
  Will, Improved Natural Armor {{$ts}}2, Iron 
  Will,	Minor	Damage	Reduction,	Multiattack,	
  Power	Attack,	Vital	Strike.
  unCOnquEraBLE sErpEnT
  By this age, the red dragon fears only 
  other red dragons, armies of assassins, entire 
  orders of paladins, thieves’ guilds, and 
  eldritch cults. The unconquerable serpent 
  stands ready to destroy them all.
  Changes: Melee bite +33 (6d6+19/19–
  20), 2 claws +33 (3d8+13/19–20), 2 wings 
  +30 (2d6+6), tail slap +30 (2d8+19); Feats 
  Bleeding Critical, Critical Focus, Improved 
  Critical (bite), Improved Critical (claw), 
  Improved	 Natural	Attack	 (bite),	 Improved	
  Natural	Attack	(claw),	Improved	Initiative,	
  Improved	Iron	Will,	Iron	Will,	Multiattack,	
  Weapon Focus (bite), Weapon Focus (claw); 
  Replace Smoke Vision (Ex) with Rend (2 
  claws, 3d8+19).
  Red dRagon, VeRy old
  Heat shimmer obscures the sooty red scales of a 
  dragon the size, and temperament, of a dire shark. 
  Ancient Red Dragon            CR 19
  XP  204,800
  CE	Gargantuan	dragon	(fire) 
  Init +3; Senses dragon senses, smoke vision; 
  Perception +33 
  Aura	fire	(10	ft.,	2d6	fire),	frightful	presence(300	
  ft., DC 27)
  Defense
  AC 38,	touch	5,	flat-footed	38	(–1	Dex,	
  +33 natural, –4 size) 
  hp 362 (25d12+200)
  Fort +22, Ref +13, Will +21
  
  18
  Vital	Strike,	Iron	Will,	Multiattack,	Power	
  Attack,	Quicken	Spell,	Staggering	Critical,	Vital	
  Strike
  Skills	Appraise	+33,	Bluff	+33,	Diplomacy	+33,	
  Fly +11, Intimidate +33, Knowledge (arcana) 
  +33, Knowledge (history) +33, Perception +33, Sense 
  Motive +33, Spellcraft +33, Stealth +15  
  Languages Abyssal, Common, Draconic, Dwarven, 
  Giant, Orc
  Special Abilities
  Fire Aura (Su): An aura of intense heat surrounds 
  adult and older red dragons. 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.
  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	5-foot-radius	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  or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).
  hOard
  These hoards do some work for the hard-
  pressed DM who needs sample hoards for a 
  master of fates (see below). For a standard 
  ancient red dragon, or for a devotee of 
  chaos (also see below), reduce the heirlooms 
  of past heroes and increase the gold and 
  platinum in the hoards.
  Slow (105,000 gp):	 staff	 of	 evocation	
  (26 charges; 42,640 gp), mithral full plate 
  of speed (26,500 gp), +3 longspear (18,305 
  gp), +1 breastplate of spell resistance (SR 15; 
  16,350 gp); masterwork thieves’ tools (100 
  gp), 1,105 gp.
  Medium (159,000 gp):	staff	of	evocation	
  (26 charges; 42640 gp), rod of thunder 
  and lightning (33,000 gp), +3 dragonbane 
  longspear (32,305 gp), mithral full plate of 
  speed (26,500 gp), +2 slick mithral shirt of 
  shadow (12,600 gp), masterwork thieves’ 
  tools (100 gp), 1,100 pp, 855 gp.
  Fast (159,000 gp): headband of mental 
  superiority	+4	(64,000	gp),	staff	of	evocation	
  (26 charges; 42,640 gp), rod of thunder 
  and lightning (33,000 gp), +3 dragonbane 
  longspear (32,305 gp), mithral full plate of 
  speed (26,500 gp), +2 breastplate of spell 
  resistance (SR 15; 25,350 gp), +2 slick mithral 
  shirt of shadow (12,600 gp); masterwork 
  thieves’ tools (100 gp), 505 gp.
  uppinG ThE anTE
  By this point in her life, the ancient 
  red dragon is over 800 years old. She’s 
  survived several mating cycles, including 
  the	 inevitable	 attacks	 by	 her	 most	 foolish	
  offspring.	 She	 feels	 every	 century	 in	 her	
  creaking bones.
  Where the “Hoards” section of this 
  age category supports the master of fates 
  alternative build, this section supports the 
  devotee of chaos. The ancient red dragon has 
  outlived everything except its competition 
  (other dragons), immortal creatures from 
  other planes, and the undead. A devotee of 
  chaos often sees temporary alliances with 
  powerful, intelligent, undead as ways to 
  further enhance her destructive and chaotic 
  actions. Those PCs who choose to confront 
  her	might	well	find	dread	wraiths,	ghosts,	
  liches, and vampires taking advantage of the 
  devotee of chaos’ ability to channel negative 
  energy.
  aLTErnaTivE BuiLds
  The devotee of chaos is a deadly wielder 
  of the forces of entropy and destruction. She 
  is a rampaging dervish, leaving death and 
  misery in her wake.
  The master of fates can be the archvillain 
  of an entire campaign. She spreads 
  information about treasures, guiding PCs 
  to greater and greater wealth, pretending 
  to be a generous patron, before luring them 
  into a deadly trap, taking everything they 
  own, and using their most prestigious items 
  to start the cycle all over again. A master of 
  fates is also likely to be behind any famous 
  “contest of champions.” Since most of the 
  participants die during the contest, she has 
  an easy source for items to convert into gold.
  
  19
  Destructive Aura (Su): A devotee of chaos 
  can emit a 30-foot aura of destruction for 15 
  rounds	 per	 day.	 All	 attacks	 made	 against	
  targets in this aura (including the devotee) 
  gain a +7 morale bonus to damage and all 
  critical	threats	are	automatically	confirmed.	
  These rounds do not need to be consecutive.
  Destructive Smite (Su): The devotee of 
  chaos gains the destructive smite power, 
  which is the supernatural ability to make a 
  single	melee	attack	with	a	+7	morale	bonus	
  to damage rolls. She must declare the 
  destructive	smite	before	making	the	attack.	
  She can use this ability 8 times per day.
  Spontaneous Casting: A devotee of chaos 
  can	convert	prepared	spells	to	inflict	spells,	
  as an evil cleric.
  Touch of Chaos (Sp): A devotee of chaos 
  can imbue a target with chaos as a melee 
  touch	attack.	For	the	next	round,	any	time	the	
  target rolls a d20, he must roll twice and take 
  the less favorable result. This dragon can use 
  this ability 8 times per day.
  Changes: Spells Prepared (CL 15th, 
  concentration +20, save DC 15 + spell level), 
  8th (1+1/day) cloak of chaosD, stormbolts; 7th 
  (2+1/day) blasphemy, disintegrateD, ethereal 
  jaunt; 6th (3+1/day) blade barrier, cold ice 
  strike, harmD,	hellfire	ray;	5th	(5+1)	commune,	
  plane shift, righteous might, scrying, shoutD, 
  slay living ; 4th (5+1) chaos hammerD, control 
  summoned creature, dismissal, divination, 
  spit venom, unholy blight; 3rd (5+1) channel 
  vigor, dispel magic, invisibility purge, magic 
  circle against lawD, protection from energy, 
  severed fate; 2nd (5+1) align weaponD (chaos 
  only), desecrate, dread bolt, resist energy, 
  shard of chaos, silence; 1st (6+1) bane, 
  burning disarm, detect good, detect law, divine 
  favor, entropic shield, true strikeD, ; 0 (4/day) 
  bleed, detect magic, guidance, read magic.
  DDomain spell.
  masTEr Of faTEs
  The master of fates is a red dragon that schemes 
  how to draw valuable things to herself—things 
  that she can convert into the gold that she covets. 
  She focuses on divination and enchantment 
  spells. Although her divination spells make her 
  a dangerously prepared opponent, she poses a 
  far greater threat as a mastermind.
  Changes: 
  Spells 
  Known 
  (CL 
  15th, 
  concentration +20, save DC 15 + spell level) 7th 
  (4/day)—greater scrying, vision; 6th (6/day)—
  geas/quest, mass suggestion, true seeing; 5th 
  (7/day)—contact other plane, dominate person, 
  hold person, wall of force; 4th (7/day)—arcane 
  eye, detect scrying, locate creature, scrying; 3rd 
  (7/day)—clairaudience/clairvoyance, 
  dispel 
  magic, suggestion, tongues; 2nd (7/day)—alter 
  self, create treasure map, detect thoughts, resist 
  energy, see invisibility; 1st (8/day)—alarm, 
  grease, magic missile, shield, true strike 0 (at 
  will)—arcane mark, bleed, light, mage hand, 
  mending, message, open/close, prestidigitation, 
  read magic; Feats Alertness, Critical Focus, 
  Deceitful, Greater Vital Strike, Improved Critical 
  (bite), Improved Initiative, Improved Iron Will, 
  Improved	 Vital	 Strike,	 Iron	 Will,	 Multiattack,	
  Persuasive, Staggering Critical, Vital Strike; 
  Skills	Bluff	+35,	Diplomacy	+35,	Disguise	+7,	Fly	
  +13, Intimidate +35, Knowledge (arcana) +33, 
  Knowledge (history) +33, Knowledge (planes) 
  +33, Knowledge (religion) +33, Perception +35, 
  Sense Motive +35, Spellcraft +33.
  dEvOTEE Of ChaOs
  The devotee of chaos is a red dragon so 
  devoted to the principles of entropy that she 
  casts as a cleric rather than as a sorcerer. Her 
  domains are Chaos and Destruction.
  In addition to changes to her spell 
  selection, the devotee of chaos gains the 
  following special abilities:
  Channel Energy (Su): As an evil cleric, 
  8d6 points of negative energy damage, Will 
  save DC 22. A devotee of chaos can use this 
  ability 8 times/day.
  Chaos Blade (Su): A devotee of chaos 
  can give a weapon touched (including her 
  own natural weapons) the anarchic special 
  weapon quality for 7 rounds. She can use 
  this ability twice per day.
  
  20
  Red dRagon, WyRm
  The air in these caves is already as hot as any forge when 
  you find a red dragon the size of any brachiosaur. 
  Wyrm Red Dragon                      CR 20
  XP  307,200
  CE	Gargantuan	dragon	(fire) 
  Init +2; Senses dragon senses, smoke vision; 
  Perception +35
  Aura	fire	(10	ft.,	2d6	fire),	frightful	presence	(330	ft.,	
  DC 28)
  Defense
  AC 40,	touch	4,	flat-footed	40	(-2	Dex,	+36	natural,	
  -4 size) 
  hp 391 (27d12+216)
  Fort +23, Ref +13, Will +22
  DR 20/magic; Immune	fire,	paralysis,	sleep;	SR	31
  Weaknesses Vulnerability to cold
  Offense
  Speed 40	ft.,	fly	250	ft.	(clumsy)
  Melee bite +38 (4d6+22/19-20), 2 claws +38 
  (2d8+15), 2 wings +36 (2d6+7), tail slap +36 (2d8+22) 
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, DC 
  31,	22d10	fire),	crush	(Medium	creatures,	DC	
  31,	4d6+22),	manipulate	flames,	melt	stone,	tail	
  sweep (Small creatures, DC 31, 2d6+22)
  Spell-Like Abilities (CL 27th; concentration +32, 
  save DC 15 + spell level)
  At will—detect magic, find the path, pyrotechnics, 
  suggestion, wall of fire
  Spells Known (CL 17th; concentration +22, save 
  DC 15 + spell level)
  8th (4/day)—greater shout, prismatic wall
  7th (6/day)—limited wish, mass hold person, spell 
  turning
  6th (6/day)—antimagic field, contingency, greater 
  dispel magic
  5th (7/day)—polymorph, telekinesis, teleport, 
  wall of force
  4th (7/day)—fear, fire shield, greater 
  invisibility, stoneskin 
  3rd (7/day)—dispel magic, displacement, 
  haste, tongues 
  2nd (7/day)—alter self, detect thoughts, 
  misdirection, resist energy, see invisibility 
  1st (8/day)—alarm, grease, magic missile, 
  shield, true strike 
  0 (at will)—arcane mark, bleed, light, mage 
  hand, mending, message, open/close, 
  prestidigitation, read magic
  Statistics
  Str 41, Dex 6, Con 27, Int 20, Wis 21, Cha 20
  Base Atk +27; CMB +46; CMD 54 (58 vs. trip)
  Feats Cleave, Critical Focus, Greater Vital 
  Strike, Improved Critical (bite), Improved 
  Initiative, Improved Iron Will, Improved 
  Vital	Strike,	Iron	Will,	Multiattack,	Power	
  Attack,	Quicken	Spell,	Stunning	Critical,	Vital	
  Strike, Wingover
  Skills	Appraise	+35,	Bluff	+35,	Diplomacy	+35,	
  Fly +14, Intimidate +35, Knowledge (arcana) 
  +35, Knowledge(history) +35, 
  Perception +35, Sense Motive +35, 
  Spellcraft +35, Stealth +16 
  Languages Abyssal, Common, Draconic, 
  Dwarven, Giant, Orc
  Special Abilities
  Fire Aura (Su): An aura of intense heat 
  surrounds adult and older red dragons. 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.
  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	5-foot-radius	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  or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).{{H3}}
  Red Dragon, Wyrm
  hOard
  The wyrm red dragon is over one 
  thousand years old. He fears only the 
  mightiest demons, those few dragons that 
  achieve an equal level of power, and the 
  most elite dragon slayers.
  These hoards represent some more 
  traditional dragon treasures. Adventurers 
  who triumph over a CR 20 creature deserve 
  to	have	their	expectations	fulfilled.
  Slow (132,000 gp): +5 dragonbane 
  longsword (72,315 gp), rod of absorption 
  (27 charges; 27,000 gp); sable cloak (4,000 
  gp), small carpet threaded with gold 
  (3,000 gp), gilded wooden orb wreathed 
  in	 continual	 flame	 (2,000	 gp),	 large	 carpet	
  
  21
  (1,800 gp), brass helmet inlaid with silver 
  (1,700 gp), bolt of silver cloth (1,200 gp), silk 
  boots inlaid with silver (1,200 gp), sardonyx 
  medallion set with deep green spinel (1,100 
  gp), leather belt with electrum buckle (1,000 
  gp), platinum font (1,000 gp), silver orb 
  set with violet garnet (1,000 gp), black star 
  sapphire (1,200 gp), blue sapphire (1,200 
  gp),	fiery	yellow	corundum	(1,200	gp),	2	star	
  rubies (1,100 gp each), emerald (1,000 gp), 
  aquamarine (800 gp), aquamarine (700 gp), 
  2 black pearls (700 gp each), 300 pp, 985 gp.
  Medium (201,000 gp): +5 dragonbane 
  longsword (72,315 gp), headband of mental 
  superiority +4 (64,000 gp), rod of absorption 
  (27 charges, 27,000 gp), gold longsword 
  scabbard	wreathed	in	white	continual	flame	
  (6,000 gp), sable cloak (4,000 gp), small 
  carpet threaded with gold (3,000 gp), gilded 
  wooden	 orb	 wreathed	 in	 continual	 flame	
  (2,000 gp), large carpet (1,800 gp), brass 
  helmet inlaid with silver (1,700 gp), bolt of 
  silver cloth (1,200 gp), silk boots inlaid with 
  silver (1,200 gp), sardonyx medallion set 
  with deep green spinel (1,100 gp), leather belt 
  with electrum buckle (1,000 gp), platinum 
  font (1,000 gp), silver orb set with violet 
  garnet (1,000 gp), black star sapphire (1,200 
  gp),	 blue	 sapphire	 (1,200	 gp),	 fiery	 yellow	
  corundum (1,200 gp), 2 star rubies (1,100 gp 
  each), emerald (1,000 gp), aquamarine (800 
  gp), aquamarine (700 gp), 2 black pearls (700 
  gp each), 300 pp, 985 gp.
  Fast 
  (300,000 
  gp): 
  +5 
  dragonbane 
  longsword (72,315 gp), headband of mental 
  superiority +4 (64,000 gp), rod of absorption 
  (27 charges; 27,000 gp), ermine pennant 
  inlaid with orichalcum (6,000 gp), gold 
  longsword scabbard wreathed in white 
  continual	 flame	 (6,000	 gp),	 sable	 cloak	
  (4,000 gp), small carpet threaded with gold 
  (3,000 gp), gilded wooden orb wreathed 
  in	 continual	 flame	 (2,000	 gp),	 large	 carpet	
  (1,800 gp), brass helmet inlaid with silver 
  (1,700 gp), bolt of silver cloth (1,200 gp), silk 
  boots inlaid with silver (1,200 gp), sardonyx 
  medallion set with deep green spinel (1,100 
  gp), leather belt with electrum buckle (1,000 
  gp), platinum font (1,000 gp), silver orb 
  set with violet garnet (1,000 gp), black star 
  sapphire (1,200 gp), blue sapphire (1,200 
  gp),	fiery	yellow	corundum	(1,200	gp),	2	star	
  rubies (1,100 gp each), emerald (1,000 gp), 
  aquamarine (800 gp), aquamarine (700 gp), 
  2 black pearls (700 gp each), 9,800 pp, 985 
  gp.
  uppinG ThE anTE
  To up the ante of a wyrm red dragon, 
  create an uneasy alliance between the red 
  dragon and a marilith, who brings a platoon 
  of demons (1–3 glabrezus and 3–14 babaus, 
  in addition to the marilith) with her. The 
  marilith	 brings	 a	 different	 approach	 to	
  planning and tactics, while nothing short of 
  a balor approaches the red wyrm in terms of 
  raw power.
  aLTErnaTivE BuiLds
  This alternative build presents a red 
  dragon	who,	dissatisfied	with	the	chaos	and	
  destruction it caused on the Material Plane, 
  invoked a lengthy and expensive ritual. 
  Now it is a physical embodiment of chaos 
  and an immortal traveler among the planes.
  ETErnaL EnTrOpiC rEd wYrm
  Changes: CR 22, DR 20/magic, 10/law; Resist 
  acid	 15;	 Immune	 fire,	 paralysis,	 sleep;	 SR	 31;	
  Spells Known (CL 17th; concentration +22, save 
  DC 15 + spell level); 8th (4/day)—dimensional 
  lock, greater planar binding; 7th (6/day)— lesser 
  create demiplane, limited wish, plane shift; 6th 
  (6/day)—antimagic	field,	greater	dispel	magic,	
  true seeing; 5th (7/day)—contact other plane, 
  dream, lesser astral projection, wall of force; 4th 
  (7/day)—dimension door, greater invisibility, 
  stoneskin, volcanic storm; 3rd (7/day)—dispel 
  magic, displacement, haste, tongues; 2nd (7/
  day)—alter self, detect thoughts, misdirection, 
  resist energy, see invisibility; 1st (8/day)—
  alarm, grease, magic missile, shield, true 
  strike; 0 (at will)—arcane mark, bleed, light, 
  mage hand, mending, message, open/close, 
  prestidigitation, read magic
  Smite Law (Su): Once per day as a swift 
  action, this dragon chooses a lawful creature 
  as	 a	 target	 and	 triggers	 a	 +5	 bonus	 to	 attack	
  rolls and a +27 bonus to damage rolls against 
  the target. The smite persists until the target is 
  dead or the dragon rests.
  Eternal (Su): An eternal creature cannot 
  be permanently killed or destroyed. If killed, 
  turned	into	an	undead,	polymorphed,	petrified,	
  burned, or otherwise destroyed, he returns to 
  life and normal well-being 2d6 minutes later 
  (even	if	disintegrated),	gaining	benefits	similar	
  to a true resurrection coupled with a heal. If 
  the location of his body has become hazardous 
  enough to kill him instantly, when the immortal 
  dragon returns to life he teleports to the closest 
  safe space. Eternal creatures do not age, eat, 
  sleep, or need to breathe and he is immune to 
  magic	versions	of	those	effects.
  
  22
  The downside of being immortal is an 
  inability to grow and change. The eternal dragon 
  never	gains	any	levels	or	Hit	Dice.	The	effects	
  of being eternal cannot be overcome with even 
  a wish spell. Unless the eternal creature has a 
  special weakness (see below), only the direct 
  intervention of a deity can overcome the eternal 
  status.
  DM Note: When you create an eternal 
  creature, you are building a truly epic foe. You 
  must specify a condition under which the PCs 
  can kill the eternal entropic red wyrm. Some 
  conditions might be as follows:
  •	
  Can	only	be	killed	by	a	specific	material	
  (oak wood, jade, onyx, silk, or gold, for 
  example)
  •	
  Can only be killed by a foe who knows 
  the dragon’s true name
  •	
  Can	 only	 be	 killed	 on	 a	 specific	 day	
  (a particular god’s holy day, the second 
  full moon in a month, the day the dragon 
  completed its ritual and became immortal)
  Alternatively, the dragon might have some 
  behavioral limitation. For example, the gods 
  might allow the dragon to become immortal but 
  ban him from the Material Plane for eternity. 
  The dragon might only wake one day each year.
  Consider how the PCs can overcome the 
  dragon, how they can discover that way, and 
  why the dragon does not rule the world—or, in 
  your campaign, maybe he does. . . .
  Red dRagon, gReat WyRm
  The air in these caves is already as hot as any 
  forge when you find a red dragon the size of any 
  brachiosaur. 
  Great Wyrm Red Dragon    CR 22
  XP  615,000
  CE	Colossal	dragon	(fire) 
  Init +2; Senses dragon senses, smoke vision; 
  Perception +38
  Aura	fire	(10	ft.,	2d6	fire),	frightful	
  presence (360 ft., DC 30)
  Defense
  AC 39,	touch	0,	flat-footed	39	(-2	Dex,	
  +39 natural, -8 size) 
  hp 449 (29d12+261)
  Fort +25, Ref +14, Will +24
  DR 20/magic; Immune	fire,	paralysis,	
  sleep; SR 33 
  Weaknesses Vulnerability to cold
  Offense
  Speed 40	ft.,	fly	250	ft.	(clumsy)
  Melee bite +37 (4d8+24/19-20), 2 claws +37 
  (4d6+16), 2 wings +35 (2d8+8), tail slap +35 
  (4d6+24) 
  Space 30 ft.; Reach 20 ft. (30 ft. with bite)
  Special Attacks breath weapon (70-ft. cone, DC 
  33,	24d10	fire),	crush	(Large	creatures,	DC	33,	
  4d6+24),	incinerate,	manipulate	flames,	melt	
  stone, tail sweep (Medium creatures, DC 27, 
  2d8+24)
  Spell-Like Abilities (CL 29th; concentration 
  +35, save DC 16 + spell level)
  At will—detect magic, discern location, find the 
  path, pyrotechnics, suggestion, wall of fire
  Spells Known (CL 19th; concentration +25, 
  save DC 16 + spell level)
  9th (4/day)—time stop, weird
  8th (6/day)—greater shout, prismatic wall, screen
  7th (6/day)—limited wish, mass hold person, spell 
  turning
  6th (7/day)—antimagic field, contingency, greater 
  dispel magic
  5th (7/day)—polymorph, telekinesis, teleport, wall 
  of force
  4th (7/day)—fear (DC 20), fire shield, greater 
  invisibility, stoneskin
  3rd (7/day)—dispel magic, displacement, 
  haste, tongues
  2nd (8/day)—alter self, detect thoughts, 
  misdirection, resist energy, see invisibility
  1st (8/day)—alarm, grease, magic missile, 
  shield, true strike
  0 (at will)—arcane mark, bleed, light, mage 
  hand, mending, message, open/close, 
  prestidigitation, read magic
  Statistics
  Str 43, Dex 6, Con 29, Int 22, Wis 23, Cha 22
  Base Atk +29; CMB +53; CMD 61 (65 vs. trip)
  Feats Cleave, Critical Focus, Empower 
  Spell, Greater Vital Strike, Improved 
  Critical (bite), Improved Initiative, Improved 
  Iron Will, Improved Vital Strike, Iron 
  Will,	Multiattack,	Power	Attack,	Quicken	Spell,	
  Staggering Critical, Vital Strike, Wingover
  Skills	Appraise	+38,	Bluff	+38,	
  Diplomacy +38, Fly +14, Intimidate +38, 
  Knowledge (arcana) +38, Knowledge(history) 
  +38, Perception +38, Sense Motive +38, 
  Spellcraft +38, Stealth +14, Use Magic 
  Device +38 
  Languages Abyssal, Common, Draconic, 
  Dwarven, Giant, Ignan, Orc
  Special Abilities
  Fire Aura (Su): An aura of intense heat 
  surrounds adult and older red dragons. All 
  creatures	 within	 5	 feet	 take	 1d6	 points	 of	 fire	
  damage at the beginning of the dragon’s turn. 
  
  23
  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 ressurection 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	5-foot-radius	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  or older red 
  dragon can see perfectly in smoky conditions 
  (such as those created by pyrotechnics).
  hOard
  Hoard	
  values	
  in	
  the	
  Pathfinder	
  Roleplaying Game Core Rulebook (Table 12–
  5: Treasure Values per Encounter) only go 
  up to APL 20. By following the progression 
  used in that table, we extrapolated hoard 
  values up to CR 22, and then tripled them 
  for dragons. That said, anything could be in 
  the hoard of a CR 22 red dragon. If heroes 
  need	to	find	an	artifact,	this	would	be	a	good	
  place to look.
  These hoards represent the kind of 
  wealth that could be gained over 1,200 years 
  of draconic life. 
  Slow (204,000 gp): +5 dwarven plate of 
  greater	fire	resistance	(107,500	gp),	+4	frost	
  dragonbane greatsword (72,350 gp), 4 rubies 
  (5,000 gp each), 400 pp, 150 gp.
  Medium (303,000 gp): +5 dwarven plate 
  of	 greater	 fire	 resistance	 (107,500	 gp),	 +5	
  frost dragonbane greatsword (98,350 gp), 
  headband of mental superiority +4 (64,000 
  gp), 4 rubies (5,000 gp each), 1,300 pp, 150 
  gp.
  Fast (456,000 gp): +5 dragonbane icy 
  burst greatsword (128,350 gp), +5 dwarven 
  plate	of	greater	fire	resistance	(107,500	gp),	
  mirror of opposition (92,000 gp), headband 
  of mental superiority +4 (64,000 gp), 4 rubies 
  (5,000 gp each), 4400 pp, 150 gp.
  uppinG ThE anTE
  If you’re really, really, sure that you 
  want to make a CR 22 encounter even more 
  difficult,	here	are	a	few	suggestions.
  Start the dragon with the following spells 
  already	 in	 place:	 spell	 turning,	 fire	 shield,	
  greater invisibility, stoneskin, displacement, 
  haste, resist energy, and shield. 
  
  24
  Have her open combat with time stop, 
  and then work your way through her breath 
  weapon, limited wish, mass hold person, 
  greater dispel magic, and dispel magic. Hold 
  on to spells like weird, which create something 
  that independently damages the PCs, until after 
  time stop expires. 
  Make	 heavy	 use	 of	 her	 wall	 of	 fire	 ability	
  and the wall of force spell to keep PCs away 
  from her while she uses up her spells.
  When she enters melee, make maximum use 
  of true strike and the Vital Strike tree of feats at 
  her disposal.
  Set the encounter outdoors and at night. That 
  gives the dragon plenty of room to maneuver, 
  and the advantage of darkvision.
  Depending on what advancement rate you’re 
  using, let her wear the headband of mental 
  superiority and use the mirror of opposition 
  in	her	claws	(treat	it	like	a	gaze	attack,	Will	
  save DC 30, and the dragon uses suggestion 
  to get opponents to look into the mirror).
  aLTErnaTivE BuiLds
  At this point, the red dragon is a match 
  for two balors. She’s too proud to ever go 
  looking for any Dragons’ Graveyard (except 
  to loot it). In fact, great red wyrms are 
  incredibly dangerous if they decide to die, 
  because	they	will	attack	the	biggest	city	they	
  can	find,	and	do	as	much	damage	as	they	
  can,	 before	 dying	 in	 glorious	 battle.	 They	
  will burn the world to cinders unless a great 
  hero stops them.
  The	 great	 red	 wyrm	 can	fulfill	another	
  mastermind role. With close to half a million 
  gold pieces in her hoard (fast advancement, 
  in particular), the great red wyrm has the 
  potential	to	be	a	profound	political	influence	
  on your world. Emperors and kings must 
  find	some	way	to	finance	their	wars,	after	
  all, and the GM determines what foul deeds 
  the great red wyrm requires as interest on 
  loans.
  In addition to spreading chaos through 
  the wars of lesser beings, a creature that 
  loves coins and lives over one thousand 
  years becomes quite the numismatist—
  and counterfeiter. Without taking any 
  leadership or domination role, a great red 
  wyrm could undermine the currencies of 
  entire continents and revel in the ensuing 
  bloodshed, destruction, and chaos.
  rEd GOLd finanCiEr
  Changes:	Skills	Appraise	+38,	Bluff	+38,	
  Craft (currency) +38, Diplomacy +38, Fly 
  +14, Intimidate +38, Knowledge (arcana) 
  +38, Knowledge (history) +38, Knowledge 
  (nobility) +38, Perception +38, Sense Motive 
  +38, Spellcraft +38
  
  25
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and 
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  We err on The side of aWesome!
  crediTs
  Designer:
  Rich Redman
   
  Developer:
  Owen K.C. Stephens
  Dragon Stat Block Creation & Editing:
  Timothy Johnson [aka Broven], Vladimir Presnyak, Brett 
  Carlos, John Reyst
  Project Editor:
  Miranda Horner
  Project Development:
  Owen K.C. Stephens
  Cover Art:
  Okan Bülbül
  Interior Art:
  Okan Bülbül, OWC, and Sade
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011 Super Genius Games
  For more information about Super Genius Games and our upcoming products, 
  follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: @Owen_Stephens, 
  Stan: @stannex, and/or Super Genius Games: @SuperGeniusRPG, or at our Yahoo 
  Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
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  Codex Draconis: Red Tyrantsof the Mountains. Copyright 2011, Super Genius Games. 
  Authors: Rich Redman and Owen K.C. Stephens.
  
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