Red Dragon
<h1 class="name">Ancient Red Dragon</h1>
<div class="type">Gargantuan dragon, chaotic evil</div>
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<div class="text"><strong>Armor Class</strong> 22 (natural armor)</div>
<div class="text"><strong>Hit Points</strong> 546 (28d20 + 252)</div>
<div class="text"><strong>Speed</strong> 40 ft., climb 40 ft., fly 80 ft.</div>
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STR
DEX
CON
INT
WIS
CHA
30 (+10)
10 (+0)
29 (+9)
18 (+4)
15 (+2)
26 (+8)
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<div class="text"><strong>Saving Throws</strong> Dex +7, Con+16, Wis +9, Cha +13</div>
<div class="text"><strong>Skills</strong> Perception +16, Stealth +7</div>
<div class="text"><strong>Damage Immunities</strong> fire</div>
<div class="text"><strong>Senses</strong> blindsight 60ft., darkvision 120 ft., passive Perception 26</div>
<div class="text"><strong>Languages</strong> Common, Draconic</div>
<div class="text"><strong>Challenge</strong> 24 (62,000 XP)</div>
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Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
<h2 class="actions-header">Actions</h2>
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
<h2 class="actions-header">Legendary Actions</h2>
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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Adult Red Dragon
<span class="ability-score-name">STR</span>
<span class="ability-score-name">DEX</span>
<span class="ability-score-name">CON</span>
<span class="ability-score-name">INT</span>
<span class="ability-score-name">WIS</span>
<span class="ability-score-name">CHA</span>
<span class="ability-score-value">27 (+8)</span>
<span class="ability-score-value">10 (+0)</span>
<span class="ability-score-value">25 (+7)</span>
<span class="ability-score-value">16 (+3)</span>
<span class="ability-score-value">13 (+1)</span>
<span class="ability-score-value">21 (+5)</span>
Actions
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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<h1 class="name">Red Dragon Wyrmling</h1>
<div class="type">Medium dragon, chaotic evil</div>
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<div class="text"><strong>Armor Class</strong> 17 (natural armor)</div>
<div class="text"><strong>Hit Points</strong> 75 (10d8 + 30)</div>
<div class="text"><strong>Speed</strong> 30 ft., climb 30 ft., fly 60 ft.</div>
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<div class="ability-scores">
<span class="ability-score-name">STR</span>
<span class="ability-score-name">DEX</span>
<span class="ability-score-name">CON</span>
<span class="ability-score-name">INT</span>
<span class="ability-score-name">WIS</span>
<span class="ability-score-name">CHA</span>
<span class="ability-score-value">19 (+4)</span>
<span class="ability-score-value">10 (+0)</span>
<span class="ability-score-value">17 (+3)</span>
<span class="ability-score-value">12 (+1)</span>
<span class="ability-score-value">11 (+0)</span>
<span class="ability-score-value">15 (+2)</span>
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<div class="text"><strong>Saving Throws</strong> Dex +2, Con +5, Wis +2, Cha +4</div>
<div class="text"><strong>Skills</strong> Perception +4, Stealth +2</div>
<div class="text"><strong>Damage Immunities</strong> fire</div>
<div class="text"><strong>Senses</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 14</div>
<div class="text"><strong>Languages</strong> Draconic</div>
<div class="text"><strong>Challenge</strong> 4 (1,100 XP)</div>
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<h2 class="actions-header">Actions</h2>
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<p><strong>Bite.</strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.</p>
Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
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The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures.
The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.
The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.
Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.
Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.
No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.
Status and Slaves. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.
When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.
Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.
A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.
A Red Dragon's Lair¶
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls — and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions¶
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects¶
The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon's lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
Source: Monster Manual, p. 97