Dragon, Red Great Wyrm (CR 25)

Gargantuan Dragon (Fire)
Alignment: Always Chaotic Evil
Initiative: +0; Senses: darkvision 60 ft. and low-light vision
Languages: Draconic

AC: 41 (-8 size, +39 natural), touch 2, flat-footed 41
Hit Dice: 40d12+400 (660 hp); DR: 20/magic
Fort +32, Ref +22, Will +30
Speed: 40 ft., fly 200 ft. (clumsy)
Space: 20 ft./15 ft. (20 ft. with bite)
Base Attack +40; Grapple +73
Attack: 1 Bite +49, 2 claws +44, 2 wings +44, 1 Tail Slap +44, 1 crush +44, 1 Tail sweep +44 melee; Breath +49 ranged
Damage: 1 bite 4d8+17, 2 claws 4d6+8, 2 wings 2d8+8, 1 tail slap 4d6+25, 1 crush 4d8+25, 1 tail sweep 2d8+25, Breath weapon 24d10 (40)
Special Attacks/Actions: Breath weapon, fear (DC 38), SR 32
Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26
Special Qualities: Fire subtype, Locate object, Suggestion, Find the path, Discern location, CL 19th, Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells
Feats: #Feats: 14
Skills: Skill points: 326 and plus Jump 40
Advancement: 41+ HD (Colossal)
Climate/Terrain: Temperate and warm hill, mountains, and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard

Source: Monster Manual

Breath Weapon (Su): A red dragon has one type of breath weapon, a cone of fire (24d10 damage, Reflex save for half damage DC 40). Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. If the dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Locate Object (Sp): The dragon can use this ability as the spell of the same name, 12 times per day.

Fire Subtype

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.