Kingdom of Toads: Mythic Edition is moving along quite well--well enough that I've updated my "Upcoming Products" page to include it (I've also moved The Emergency Villain Collection to released products, as it will be available later this week). As a teaser, and to show the re-working I'm doing to about forty percent of the encounters in Kingdom of Toads to make Kingdom of Toads: Mythic Edition, here is the updated version of the powerful dragon Avoravax:

Avoravax             CR 21/MR 7

XP 409,600

Mythic ancient blue dragon

LE Gargantuan dragon (earth, mythic)

Init +11M; Senses dragon senses, true seeing; Perception +32

Aura electricity (10ft., 2d6 electricity), frightful presence (300 ft., DC 29)


AC 52, touch 5, flat-footed 52 (+4 armor, -1 Dex, +39 natural, +4 shield, -4 size)

hp 438 (24d12+262 plus 20 temporary hit points)

Fort +22, Ref +13, Will +19; second save

Defensive Abilities dragon blood (2d6 electricity), duplicitous veil, dust cloud; DR 15/epic and magic; Immune electricity, paralysis, sleep; SR 36


Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)

Melee bite +34 (4d6+19/19-20/x3) and 2 claws +33 (2d8+13) and 2 wings +31 (2d6+6) and tail slap +31 (2d8+19)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Special Attacks breath weapon (120-ft. line, DC 30, 20d8 electricity), crush (Medium creatures, DC 30, 4d6+19), desert thirst (DC 28), dragon fury (2d6 electricity), mirage, mythic power (7/day, surge +1d10), overcharge breath, storm breath (DC 30, 20d8 electricity), tail sweep (Small creatures, DC 30, 2d6+19)

Spell-Like Abilities (CL 24th; concentration +30 [+34 to cast defensively])

At will—ghost sound (DC 16), hallucinatory terrain (DC 20), minor image (DC 18), veil (DC 22), ventriloquism (DC 19)

Spells Known (CL 13th; concentration +19 [+23 to cast defensively])

6th (5/day; 4 remaining)—forceful hand, true seeing

5th (7/day)—hold monster (DC 21), persistent image, teleport

4th (7/day)—dimension door, enervation, fire shield, stoneskin

3rd (7/day)—dispel magic, displacement, haste, vampiric touch

2nd (7/day; 6 remaining)—darkness, false life, invisibility, resist energy, shatter

1st (7/day; 6 remaining)—alarm, mage armor, shield, true strike, unseen servant


Before Combat Avoravax casts true seeing, false life, mage armor, and shield (in that order), all of which are included in his statistics.


Str 37, Dex 8, Con 27, Int 20, Wis 21, Cha 22

Base Atk +24; CMB +41; CMD 50 (54 vs. trip)

Feats Combat Casting, Dazzling Display, Deadly StrokeM, Extend Spell, Hover, Improved Critical (bite)M, Improved InitiativeM, Multiattack, Quicken Spell, Shatter Defenses, Silent Spell, Weapon Focus (bite)

Skills Bluff +33, Fly +10, Intimidate +33, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (local) +32, Knowledge (geography) +32, Perception +32, Spellcraft +32, Stealth +14, Survival +32

Languages Auran, Common, Draconic, Giant, Ignan, Infernal

SQ dragon cantrips, sound imitation

Special Abilities

Desert Thirst (Su) Avoravax can cast create water at will (CL 24). Alternatively, he 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 on a DC 30 Will save or be destroyed.

Dragon Blood (Su) Avoravax's blood and other fluids are infused with electricity. Every time Avoravax is damaged by a piercing or slashing weapon, the attacking creature takes 2d6 electricity damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way.

Dragon Cantrips (Su) Avoravax knows all sorcerer/wizard cantrips and can cast them at will.

Dragon Fury (Su) If Avoravax confirms a critical hit with a natural weapon, he adds his dragon blood damage to the damage dealt by the natural attack.

Duplicitous Veil (Su) As an immediate action, Avoravax may spend one use of mythic power to swap places with a target of his veil spell-like ability, so long as that creature is veiled to resemble Avoravax.

Dust Cloud (Ex) Sand and dust swirls around Avoravax's body, attracted by his natural electrical charge. This provides Avoravax with concealment but doesn't interfere with his senses or attacks.

Electricity Aura (Su) Avoravax is surrounded by an aura of electricity. Creatures within 10 feet take 2d6 points of electricity damage at the beginning of his turn.

Mirage (Su) Avoravax can make himself appear to be in two places at once as a free action for 24 rounds per day. This ability functions as project image but Avoravax can use his breath weapon through the mirage.

Overcharge Breath (Ex) By expending one use of mythic power as a free action when using his breath weapon or storm breath, Avoravax can cause the effect's electricity damage to bypass electricity resistance and electricity immunity.

Second Save (Ex) Whenever Avoravax fails a saving throw against an effect with a duration greater than 1 round, he can keep trying to shake off the effect. At the start of his turn, if he is still affected, he can attempt the save one more time as a free action. If this save succeeds, the effect affects Avoravax as if he had succeeded at his initial saving throw. If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.

Sound Imitation (Ex) Avoravax can mimic any voice or sound he has heard by making a successful Bluff check against a listener's Sense Motive check.

Storm Breath (Su) Avoravax can use his breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is 20d8. Avoravax can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is 30. Additional uses of this ability extend the duration by an additional 1d6 rounds.