This immense skeletal dragon rears up to its full, towering height, bones glowing and shimmering with vile green energy.
Red Wyrm Ravener CR 22
Wyrm red dragon ravener
CE Gargantuan undead (fire)
Init +3; Senses blindsense 120 ft., darkvision 240 ft., smoke vision; Perception +45; Aura cowering fear, fire, frightful presence (330 ft., DC 31)
AC 45, touch 9, flat-footed 45 (+4 deflection, –1 Dex, +36 natural, –4 size)
hp 337 (27d8+216)
Fort +23, Ref +14, Will +23
Defensive Abilities channel resistance +4, soul ward (27 hp)
Weaknesses vulnerability to cold
Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +40 (4d6+24/17–20), 2 claws +40 (2d8+16/19–20), tail slap +38 (2d8+24/19–20), 2 wings +38 (2d6+8/19–20)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 31, 22d10 fire and 2 negative levels), crush (DC 31, 4d6), manipulate flames, melt stone, soul consumption, soul magic, tail sweep
Spell-Like Abilities (CL 27th, concentration +35)
Sorcerer Spells known (CL 20th, concentration +28)
9th—energy drain, time stop, wish
8th—dimensional lock, horrid wilting (DC 26), maze
7th—forcecage (DC 25), greater teleport, spell turning
6th—chain lightning (DC 24), greater dispel magic, true seeing
5th—cone of cold (DC 23), dominate person (DC 23), feeblemind (DC 23), wall of force
4th—charm monster (DC 22), confusion (DC 22), greater invisibility, solid fog
3rd—displacement, haste, slow (DC 21), vampiric touch
2nd—detect thoughts (DC 20), false life, mirror image, see invisibility, web (DC 20)
1st—mage armor, magic missile, ray of enfeeblement (DC 19), shield, true strike
0th—arcane mark, detect magic, mage hand, mending, message, prestidigitation, ray of frost, read magic, touch of fatigue
Str 45, Dex 8, Con —, Int 24, Wis 25, Cha 26
Base Atk +27; CMB +48; CMD 57 (61 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, Staggering Critical, Stunning Critical, Vital Strike
Skills Appraise +37, Bluff +37, Diplomacy +37, Fly +13, Intimidate +45, Knowledge (arcana) +37, Knowledge (history) +37, Knowledge (religion) +34, Perception +45, Sense Motive +37, Spellcraft +37, Stealth +25
Languages Abyssal, Aklo, Common, Draconic, Elven, Giant, Infernal
A red wyrm ravener is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6.
An red wyrm ravener 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 ravener 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.
An red wyrm ravener 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.
A red wyrm ravener can see perfectly in smoky conditions (such as those created by pyrotechnics).
Environment warm mountains
Most evil dragons spend their lifetimes coveting and amassing wealth, but when the end draws near, some come to realize that all the wealth in the world cannot forestall death. Faced with this truth, most dragons vent their frustration on the countryside, ravaging the world before their passing. Yet some seek a greater solution to the problem and decide instead to linger on, hoarding life as they once hoarded gold. These foul wyrms attract the attention of dark powers, and through the blackest of necromantic rituals are transformed into undead dragons known as raveners.
Although its body quickly rots away, a ravener does not care for the needs of the flesh. It seeks only to consume life, be it from wild animals, would-be dragonslayers, or even other dragons. A ravener is often on the move, changing lairs frequently as its territories become devoid of life.
The ravener presented here is built from a red dragon wyrm.