Dragon, Chromatic, Red, Ancient
Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics, this terrible beast brings ruin and death to the lands that fall under its shadow.
- HP
- 362 (25d12+200)
- AC
- 38, touch 5, flat-footed 38 (-1 Dex, +33 natural, -4 size)
- Speed
- 40 ft., fly 250 ft. (clumsy)
- Init
- +3
- 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)
- BAB
- +25
- CMB
- +43
- CMD
- 52 (56 vs. trip)
- Fort
- +22
- Ref
- +13
- Will
- +21
- DR
- 15/magic
- SR
- 30
breath weapon (60-ft. cone, DC 30, 20d10 fire)
crush
manipulate flames
melt stone
tail sweep
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, Vital Strike
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.</p><p class="stat-block-2">A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.</p>
<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
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
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Quicken Spell (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Staggering Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Find The Path (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Pyrotechnics (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Suggestion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wall Of Fire (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Limited Wish (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Spell Turning (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Antimagic Field (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Contingency (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Polymorph (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Telekinesis (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Teleport (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wall Of Force (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fear (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fire Shield (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stoneskin (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Displacement (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Haste (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tongues (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Alter Self (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Misdirection (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Resist Energy (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Alarm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Grease (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Magic Missile (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shield (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Strike (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Arcane Mark (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bleed (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Light (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mage Hand (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mending (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Message (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Open/Close (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prestidigitation (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Read Magic (Spell)House/Core — covered by the site's Section 15.
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