This sinuous and stinking dragon is covered in black scales, with massive horns curling up from its head.
Mythic Mature Adult Black Dragon CR 15/MR 6
XP 51,200
CE Large dragon (mythic, water)
Init +11M; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, mistsight; Perception +26
Aura frightful presence (210 ft., DC 21), stench (DC 24, 10 rounds)
Defense
AC 37, touch 10, flat-footed 36 (+1 Dex, +27 natural, –1 size)
hp 260 (16d12+156)
Fort +16, Ref +11, Will +13
Defensive Abilities dragon blood (1d6 acid); DR 10/epic and magic; Immune acid, dragon traits, paralysis, sleep; SR 26
Offense
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +26 (2d6+13 plus grab), 2 claws +24 (1d8+9 plus bleed), tail slap +19 (1d8+13 plus bleed), 2 wings +19 (1d6+4 plus bleed)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks bleed (1d4), breath weapon (80-ft. line, 14d6 acid damage, Reflex DC 24 half, usable every 1d4 rounds), corrupt water, dragon fury (1d6 acid). mythic power (6/day, surge +1d8), lingering breath (2d6 acid, 6 rounds), swallow whole (1d6+9 bludgeoning and 1d6 acid damage, AC 23, 26 hp)
Spell-Like Abilities (CL 16th; concentration +19)
Constant—speak with animals (reptiles only)
At will—darkness (70-ft. radius)
Spells Known (CL 5th; concentration +8)
2nd (5)—blur, invisibility
1st (7)—alarm, mage armor, magic missile, obscuring mist
Statistics
Str 29, Dex 12, Con 23, Int 14, Wis 17, Cha 16
Base Atk +16; CMB +26 (+30 grapple); CMD 37 (41 vs. trip)
Feats Alertness, Flyby Attack, Improved InitiativeM, Improved Vital Strike, Power AttackM, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)M
Skills Fly +14, Handle Animal +19, Intimidate +22, Knowledge (arcana) +21, Perception +26, Sense Motive +5, Spellcraft +21, Stealth +22, Swim +36
Languages Common, Draconic, Giant
SQ dragon cantrips, swamp stride, water breathing
Ecology
Environment warm marshes
Organization solitary
Treasure triple
Special Abilities
Corrupt Water (Sp) Once per day, a black dragon can stagnate 10 cubic feet of still water within 210 feet, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 21) or become ruined. This ability is the equivalent of a 1st-level spell.
Swamp Stride (Ex) A black dragon can move through bogs and quicksand without penalty at its normal speed.
Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
A mythic black dragon eyes can pierce fog to find prey. Its very flesh and blood is infused with deadly acid, and like a snake it can gulp down an entire meal without chewing. A mythic black dragon enjoys regurgitating a swallowed opponent to let it rot for a few days before eating it as an actual meal, or repeats this cycle on a living creature as cruel torture.
Miniature bolts of electricity and a cloud of swirling sand surround this dragon's hulking, blue-scaled body.
Mythic Mature Adult Blue Dragon CR 17/MR 7
XP 102,400
LE Huge dragon (earth, mythic)
Init +12M; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Perception +24
Aura frightful presence (210 ft., DC 22)
Defense
AC 39, touch 9, flat-footed 38 (+1 Dex, +30 natural, –2 size)
hp 295 (18d12+178)
Fort +17, Ref +12, Will +14
Defensive Abilities dragon blood (1d8 electricity), dust cloud; DR 10/epic and magic; Immune dragon traits, electricity, fire, paralysis, sleep; SR 28
Offense
Speed 40 ft., burrow 20 ft., fly 200 ft. (poor), sand glide
Melee bite +26 (2d8+12/19–20), 2 claws +24 (2d6+8), tail slap +22 (2d6+12), 2 wings +22 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks bend bolt, breath weapon (100-ft. line of electricity or 50-ft. cone of sand, 14d8 electricity or 14d8 piercing, Reflex DC 25 half, usable every 1d4 rounds), crush, desert thirst, dragon fury (1d8 electricity), mythic power (7/day, surge +1d10), persuasive whisper, wild arcana
Spell-Like Abilities (CL 18th; concentration +10)
At will—ghost sound, minor image
Sorcerer Spells Known (CL 5th; concentration +8)
2nd (5)—invisibility, resist energy
1st (5)—alarm, mage armor, shield, true strike
Statistics
Str 27, Dex 12, Con 23, Int 16, Wis 17, Cha 16
Base Atk +18; CMB +28; CMD 39 (43 vs. trip)
Feats Combat Casting, Dazzling DisplayM, Deadly StrokeM, Hover, Improved Critical (bite), Improved InitiativeM, Multiattack, Shatter Defenses, Weapon Focus (bite)M
Skills Bluff +24, Fly +14, Intimidate +24, Knowledge (arcana) +15, Knowledge (geography) +24, Knowledge (history) +15, Knowledge (local) +24, Perception +24, Spellcraft +15, Stealth +14, Survival +15
Languages Auran, Common, Draconic, Ignan
SQ dragon cantrips, sound imitation
Ecology
Environment warm deserts
Organization solitary
Treasure triple
Special Abilities
Bend Bolt (Su) By expending one use of mythic power, a mythic blue dragon can bend the line of its breath weapon once up to 90 degrees, and cause any creature that fails its save against the breath weapon to be stunned for 1 round.
Desert Thirst (Su) A blue dragon can cast create water at will (CL equals its HD). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed at a DC 22 Will save or be destroyed. The save DC is Charisma-based.
Dust Cloud (Ex) Sand and dust swirls around a mythic blue dragon's body, attracted by its natural electrical charge. This provides the dragon with concealment but doesn't interfere with the dragon's senses or attacks in any way.
Persuasive Whisper (Sp) A mythic blue dragon can expend one use of mythic power to use charm person or suggestion. Its caster level for these abilities is equal to its Hit Dice.
Sound Imitation (Ex) A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check.
A mythic blue dragon has powers over weaker minds, allowing it to influence events far from its lair. Its magic also influences sand and dust, giving it mastery over the aspects of its desert home.
Strange shapes dart about within the acrid fog surrounding this green-scaled dragon, and a large horn rises from its snout.
Mythic Very Old Green Dragon CR 20/MR 8
XP 307,200
LE Gargantuan dragon (air, mythic)
Init –1; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, greensight; Perception +32
Aura frightful presence (270 ft., DC 26)
Defense
AC 41, touch 5, flat-footed 41 (–1 Dex, +36 natural, –4 size)
hp 342 (21d12+206); fast healing 5
Fort +18, Ref +11, Will +18
Defensive Abilities dragon blood (2d6 acid); DR 15/epic and magic; Immune acid, dragon traits, paralysis, poison, sleep; SR 31
Offense
Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.
Melee bite +30 (4d6+19/18–20 plus grab), 2 claws +30 (2d8+13/18–20), tail slap +28 (2d8+19), 2 wings +28 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, 18d6 acid damage, Reflex DC 26 half, usable every 1d4 rounds), crush, delirious breath, dragon fury (2d6 acid), mythic power (8/day, surge +1d10), swallow whole (2d6 bludgeoning and 2d6 acid damage, AC 24, 34 hp), tail sweep (DC 26, 2d6+19)
Spell-Like Abilities (CL 21st; concentration +27)
At will—arcane eye, charm person (DC 17), entangle (DC 17), plant growth, suggestion (DC 19)
Sorcerer Spells Known (CL 11th; concentration +17)
4th (7)—dimension door, ice storm, scrying (DC 20)
3rd (7)—dispel magic, displacement, haste
2nd (8)—alter self, detect thoughts (DC 18), locate object, mirror image, see invisibility
1st (8)—magic missile, shield, silent image (DC 17), summon monster I, ventriloquism (DC 17)
Statistics
Str 37, Dex 8, Con 23, Int 18, Wis 19, Cha 22
Base Atk +21; CMB +38 (+42 grapple); CMD 47 (51 vs. trip)
Feats Alertness, Blinding Critical, Cleave, Critical FocusM, Flyby Attack, Great Cleave, Improved Critical (bite)M, Improved Critical (claws)M, Iron WillM, Multiattack, Power Attack
Skills Fly +9, Knowledge (arcana, local, and naturel) +28, Perception +32, Sense Motive +6, Spellcraft +28, Stealth +11, Survival +28, Swim +45, Use Magic Device +30
Languages Common, Draconic, Elven, Giant, Sylvan
SQ camouflage, dragon cantrips, trackless step, water breathing, woodland stride
Ecology
Environment temperate forests
Organization solitary
Treasure triple
Special Abilities
Camouflage (Ex) The dragon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.
Delirious Breath (Su) Creatures who fail their saves against the dragon's breath weapon are either confused or nauseated for 1 round. The dragon chooses which effect to apply when it uses its breath weapon, and it can use only one effect per breath.
Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
A mythic green dragon embodies the confusion and fear of becoming lost in a strange forest. It stalks its prey with surprising stealth and subterfuge, preferring the taste of terrified, maddened creatures.
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
Defense
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
Offense
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 will—detect magic
Sorcerer Spells Known (CL 1st; concentration +3)
1st (3)—shield, true strike
0 (at will)—mage hand, message, prestidigitation, read magic
Statistics
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 InitiativeM, Improved Vital Strike, Iron WillM, Power AttackM, Vital Strike
Skills Appraise +15, Bluff +16, Fly +9, Intimidate +16, Perception +15, Sense Motive +15, Stealth +11
Languages Common, Draconic
SQ dragon cantrips
Ecology
Environment warm mountains
Organization solitary
Treasure triple
Special Abilities
Smoke Vision (Ex) A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).
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.
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)
Defense
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
Offense
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)
At will—detect magic, find the path, pyrotechnics (DC 19), suggestion (DC 20), wall of fire
Sorcerer Spells Known (caster level 17th; concentration +24)
8th (4)—discern location, iron body
7th (7)—insanity (DC 24), limited wishM, spell turning
6th (7)—antimagic fieldM, contingencyM, greater dispel magic
5th (7)—polymorph, telekinesis, teleport, wall of forceM
4th (7)—fear (DC 21), fire shield, greater invisibility, stoneskinM
3rd (8)—dispel magicM, displacement, hasteM, tongues
2nd (8)—alter self, detect thoughts (DC 19), misdirection, resist energyM, see invisibility
1st (8)—alarm, grease, magic missileM, shield, true strikeM
M Mythic spell
Statistics
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 FocusM, Greater Vital Strike, Improved Critical (bite)M, Improved Critical (claws), Improved InitiativeM, Improved Iron Will, Improved Vital Strike, Iron WillM, Multiattack, Power AttackM, 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
Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc
SQ dragon cantrips, mythic spellcasting
Ecology
Environment warm mountains
Organization solitary
Treasure triple
Special Abilities
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.
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 cordlike 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.
This dragon's white, ice-encrusted scales glitter like diamonds as it effortlessly makes its way across the snow.
Mythic Juvenile White Dragon CR 9/MR 3
XP 6,400
CE Medium dragon (cold, mythic)
Init +6; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, snow vision; Perception +15
Defense
AC 26, touch 12, flat-footed 24 (+2 Dex, +14 natural)
hp 124 (9d12+66)
Fort +10, Ref +8, Will +7
Defensive Abilities dragon blood (1d4 cold); DR 5/epic; Immune cold, dragon traits, paralysis, sleep
Weaknesses vulnerable to fire
Offense
Speed 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +15 (1d8+9), 2 claws +15 (1d6+6), 2 wings +10 (1d4+3)
Special Attacks breath weapon (30-ft. cone, 8d4 cold damage, Reflex DC 18 half, usable every 1d4 rounds), dragon fury (1d4 cold), ice slick, mythic power (3/day, surge +1d6), power slide, trample (1d6+9, DC 20)
Spell-Like Abilities (CL 9th; concentration +9)
Constant—fog cloud
Statistics
Str 23, Dex 14, Con 19, Int 10, Wis 13, Cha 10
Base Atk +9; CMB +15; CMD 27 (31 vs. trip)
Feats Alertness, Flyby Attack, Improved Initiative, Power AttackM, Vital StrikeM
Skills Fly +14, Intimidate +12, Perception +15, Sense Motive +15, Stealth +14, Swim +26
Languages Draconic
SQ ice shape, icewalking
Ecology
Environment cold mountains
Organization solitary
Treasure triple
Special Abilities
Ice Shape (Su) A young white dragon can shape ice and snow at will. This ability functions as stone shape, but only targets ice and snow, not stone. A white dragon's caster level for this effect is equal to its Hit Dice.
Ice Slick (Ex) Ice and slush persists from a mythic juvenile white dragon's breath weapon, coating all surfaces in the area and turning the area into difficult terrain for 1 minute per age category. The dragon can breathe at a location beyond its breath weapon range, coating it in ice and slush, instead of damaging creatures, in a radius equal to half its breath weapon range and at a range of 30 feet per age category (a 15-foot burst up to 120 feet for a mythic juvenile white dragon).
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Power Slide (Ex) If a mythic juvenile white dragon deals trample damage to one or more opponents on ice, snow, frozen tundra, or a similar slippery surface, it can expend one use of mythic power to attempt an awesome blow combat maneuver against each damaged target, as if it had the Awesome Blow monster feat (Bestiary 314).
Snow Vision (Ex) A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not take any penalties on Perception checks while in snow.
A mythic white dragon's powers over ice and snow make it a perfect predator for its environment. Its hunger is barely kept in check by its human-level intelligence. It is fond of crashing into enemies and knocking them into ravines so they can be found and eaten later.