Mythic Dragon, Red

A ruddy glow emanates from beneath this dragon’s red, gem-encrusted scales, like lava visible between cracks of cooling stone.

Mythic Young Red Dragon CR 12/MR 5

XP 19,200
CE Large dragon (fire, mythic)
Init +10M; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, smoke vision, x-ray vision; Perception +15


AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 165 (11d12+94); fast healing 5
Fort +11, Ref +8, Will +10
Defensive Abilities dragon blood (1d6 fire), fortification (50%); DR 10/epic; Immune dragon traits, fire, paralysis, sleep; Weaknesses vulnerable to cold


Speed 40 ft., fly 200 ft. (poor)
Melee bite +18 (2d6+10 plus grab), 2 claws +18 (1d8+8 plus grab), tail slap +13 (1d8+12), 2 wings +13 (1d6+4)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, 6d10 fire, Reflex DC 19 half, usable every 1d4 rounds), lingering breath (2d6 fire, 5 rounds), mythic power (5/day, surge +1d8), swallow whole (1d6 bludgeoning and 1d6 fire damage, AC 18, 16 hp)
Spell-Like Abilities (CL 11th; concentration +13)

At willdetect magic

Sorcerer Spells Known (CL 1st; concentration +3)

1st (3)—shield, true strike
0 (at will)mage hand, message, prestidigitation, read magic


Str 27, Dex 12, Con 19, Int 12, Wis 13, Cha 14
Base Atk +11; CMB +20 (+24 grapple); CMD 31 (35 vs. trip)
Feats Cleave, Improved Initiative M, Improved Vital Strike, Iron Will M, Power Attack M, Vital Strike
Skills Appraise +15, Bluff +16, Fly +9, Intimidate +16, Perception +15, Sense Motive +15, Stealth +11
Languages Common, Draconic
SQ dragon cantrips


Smoke Vision (Ex)

A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).

Mythic Wyrm Red Dragon CR 25/MR 10

XP 1,638,400
CE Gargantuan dragon (fire, mythic)
Init +12M; Senses blindsight 60 ft., darkvision 120 ft., low-light vision, smoke vision, x-ray vision; Perception +35; Aura fire (10 ft., 2d6 fire), frightful presence (330 ft., DC 30)


AC 50, touch 4, flat-footed 50 (–2 Dex, +46 natural, –4 size)
hp 518 (27d12+343); fast healing 5
Fort +24, Ref +13, Will +22
Defensive Abilities dragon blood (2d6 fire), fortification (50%); DR 20/epic and magic; Immune dragon traits, fire, paralysis, sleep; SR 36; Weaknesses vulnerable to cold


Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +40 (4d6+25/18–20 plus bleed and grab), 2 claws +40 (2d8+17/19–20 plus bleed and grab), 2 wings +38 (2d6+8), tail slap +38 (2d8+25)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks bleed (2d6), breath weapon (60-ft. cone, 22d10 fire damage, Reflex DC 32 half, usable every 1d4 rounds), crush, dragon fury (2d6 fire), lingering breath (4d6 fire, 10 rounds), manipulate flames, melt stone, mythic power (10/day, surge +1d12), sooty flame, swallow whole (2d6 bludgeoning and 2d6 fire damage, AC 28, 51 hp), tail sweep (DC 32, 2d6+25), wild arcana
Spell-Like Abilities (CL 27th; concentration +34)

Sorcerer Spells Known (caster level 17th; concentration +24)

8th (4)discern location, iron body
7th (7)insanity (DC 24), limited wish M, spell turning
6th (7)antimagic field M, contingency M, greater dispel magic
5th (7)polymorph, telekinesis, teleport, wall of forceM
4th (7)fear (DC 21), fire shield, greater invisibility, stoneskin M
3rd (8)dispel magic M, displacement, haste M, tongues
2nd (8)alter self, detect thoughts (DC 19), misdirection, resist energy M, see invisibility
1st (8)alarm, grease, magic missile M, shield, true strike M

M Mythic spell


Str 45, Dex 6, Con 29, Int 20, Wis 21, Cha 24
Base Atk +27; CMB +48 (+52 grapple); CMD 56 (60 vs. trip)
Feats Cleave, Critical Focus M, Greater Vital Strike, Improved Critical (bite) M, Improved Critical (claws), Improved Initiative M, Improved Iron Will, Improved Vital Strike, Iron Will M, Multiattack, Power Attack M, Quicken Spell, Staggering Critical, Vital Strike
Skills Appraise +35, Bluff +37, Diplomacy +37, Fly +14, Intimidate +37, Knowledge (arcana) +35, Knowledge (history) +35, Perception +35, Sense Motive +35, Spellcraft +35, Stealth +16 190
Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc
SQ dragon cantrips, mythic spellcasting


Fire Aura (Su)

A wyrm red dragon is surrounded by an aura of intense heat. All creatures within 10 feet take 2d6 points of fire damage at the beginning of the dragon’s turn.

Manipulate Flames (Su)

A wyrm red dragon can control any fire spell within 110 feet of the dragon as a standard action.

This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster.

It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Melt Stone (Su)

The dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 55-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.


Environment warm mountains
Organization solitary
Treasure triple

Few creatures inspire such dread as the magnificently wrathful red dragons, and the ones with mythic power are even more fearful. They are the embodiments of destruction, hatred, and draconic arrogance. Magnificent and utterly frightening to behold, mythic red dragons possess a fierce beauty that exceeds all other dragons. From their powerful jaws, capable of snapping iron bars and the masts of ships, to their muscular tails, which can crash through stone walls as easily as whips break skin, red dragons reflect predatory superiority and murderous perfection.

A mythic red dragon’s body has cord-like muscles that allow it to move more quickly and gracefully than a creature of its size should have a right to.

Villains of the worst kind, mythic red dragons are unflinchingly evil in ways rarely matched even by other mythic evil creatures.

Their destructive impulses and wrathful fiery rampages surprise and delight the most heinous demons. These legendary dragons demand annual royal sacrifices or tribute in slaves, and think nothing of working their underlings to death.

An older mythic red dragon spends little time out of its lair, and when it does emerge it prefers to attack humanoid settlements away from the immediate vicinity, burning down buildings, dropping peasants from great heights, and demanding coins and other treasures.

This raiding pattern makes it difficult for would-be dragonslayers to find the creature’s actual lair.

Mythic red dragons use their magic to protect their lairs with a variety of protective spells. A typical lair also contains slave-built mundane traps, environmental hazards such as steam vents poisonous fumes, and (if within an active volcano) molten rock as part of its defenses.

A young mythic red dragon is the offspring of an older mythic dragon, inheriting its power and rage. It tends to gorge itself on livestock, then sleep for nearly a year, only to repeat this cycle when it awakens again.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.

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