Archdragon, Young Adult Red Evil* (CR 14)
Huge Dragon (Evil, Extraplanar, and Fire)
Alignment: Neutral Evil
Initiative: +0; Senses: blindsense 60 ft., darkvision 120 ft., low-light vision, Listen +21, and Spot +12
Languages: Telepathy 100 ft.
AC: 26 (-2 size, +18 natural), touch 8, flat-footed 26
Hit Dice: 19d12+95 (218 hp); DR: 5/magic
Fort +16, Ref +11, Will +13
Speed: 40 ft., fly 150 ft. (average)
Space: 10 ft./10 ft. (15 ft. with bite)
Base Attack +19; Grapple +37
Attack: bite +27 melee
Full Attack: bite +27 melee, 2 claws +22 melee, 2 wings +22 melee, tail slap +22 melee
Damage: bite 2d8+10, bite, claws 2d6+5, Wings 1d8+5, Tail slap 2d6+15
Special Attacks/Actions: Aligned aura (corrupting aura), breath weapon, crush, frightful presence, improved snatch, spell-like abilities, spells.
Abilities: Str 31, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Special Qualities: immunity to disease, resistance to acid and cold 10; SR 19
Feats: Cleave; Flyby Attack; Hover; Improved Snatch; Power Attack; Snatch; Wingover
Skills: Appraise +21, Bluff +7, Concentration +21, Diplomacy +6, Hide -8, Intimidate +23, Jump +33, Knowledge (arcana) +15, Knowledge (history) +15, Listen +21, Search +21, Sense Motive +7, Spellcraft +12, and Spot +12
Organization: Solitary, pair or family (1-2 and 2-5 offspring)
Treasure/Possessions: Triple standard
The young adult red evil archdragon's natural weapons are treated as evil and magic for purposes of overcoming damage reduction.
Corrupting Aura (Su): A corrupting aura appears as thick shadows interspersed with ghostly, translucent images swirling about within. Any non-evil living creature within the aura must make a DC 21 Fortitude save each round, or take point of Constitution and 1 point of Wisdom damage. The dragon may activate this ability once per day; it lasts 1d4+5 rounds, and extends out to a 100-foot radius from the dragon. In addition, due to the shadowy light within the aura, all creatures (except the evil archdragon) suffer a -4 penalty on Search and Spot checks while in the aura.
Breath Weapon (Su): 50-ft. cone, 10d10 fire, Reflex DC 24 half.
Crush (Ex): Area 15 ft. by 15 ft., Small or smaller opponents take 2d8+15 points of bludgeoning damage, and must succeed on a DC 24 Reflex save or be pinned.
Frightful Presence (Ex): 150-ft. radius, HD 18 or fewer, Will DC 21 negates.
Infectious Breath (Su): The young adult red evil archdragon's breath weapon spreads the demon fever disease. A creature damaged by the breath weapon is automatically infected by the disease, which then manifests itself as normal.
Telepathy (Su): The young adult red evil archdragon can communicate telepathically with any Intelligent creature with a language in a radius of 100 feet.
True Seeing (Su): The young adult red evil archdragon can continually see through illusions and invisibility. This acts as a continuous true seeing spell, which the archdragon can suppress or renew as a free action at will.
Spell-like Abilities: 5/day - locate object. Caster level 5th.
Spells: As 5th-level sorcerer. The young adult red evil archdragon can also cast cleric spells and those from the Chaos, Death, Evil, Fire, and War domains as arcane spells.
Sorcerer Spells Known (6/7/5; save DC 12 + spell level): 0 - arcane mark, detect magic, flare, ray of frost, read magic, resistance; 1st - alarm, magic missile, protection from good, ventriloquism, 2nd - darkness, obscure object.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.