Adult Red Dragon

Red Dragon, Adult

Huge dragon, chaotic evil

17
Challenge Rating
18000 XP

The adult red dragon is a fearsome sight to behold. Its massive, muscular body is covered in crimson scales that reflect the light with an intense glow. Its eyes burn like fiery embers, filled with a malevolent intelligence. Sharp, jagged horns adorn its head, and its powerful jaws are lined with rows of razor-sharp teeth. As it unfurls its expansive wings, the sound of their mighty flapping echoes like thunder. The red dragon’s breath is a scorching inferno of searing flames that can reduce anything in its path to ashes. With each beat of its wings, it can soar through the sky with unparalleled speed and grace. The red dragon is known for its arrogance and greed, hoarding vast treasures in its lair, deep within a treacherous mountain or volcanic cavern. Its roars shake the earth, striking terror into the hearts of all who hear them. A master of destruction and dominance, the adult red dragon is a formidable adversary, embodying the essence of primal fury and power.

Special Abilities

Legendary Resistance

If the dragon fails a saving throw, it can choose to succeed instead.

Usage: 3 per day

Actions

  • 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: +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 ft. 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: 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 10 ft. 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.

Lair Actions

  1. Molten Fissures: On initiative count 20 (losing initiative ties), the dragon can cause cracks to open in the ground within its lair. These fissures spew molten lava in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The ground in the area of the fissures becomes difficult terrain until cooled.
  2. Searing Heat: The dragon can superheat the air in a 30-foot radius around a point it chooses within 120 feet of it. The area becomes filled with swirling hot winds until the end of the dragon’s next turn. Creatures that start their turn in the area take 7 (2d6) fire damage. This effect can ignite flammable objects that aren’t being worn or carried.
  3. Ashen Cloud: The dragon can create a cloud of choking ash in a 20-foot radius centered on a point it can see within 120 feet. The cloud spreads around corners and remains until the dragon dismisses it (no action required) or until strong winds disperse it. The area within the cloud is heavily obscured, and creatures that start their turn in it must succeed on a DC 14 Constitution saving throw or spend the action coughing and sputtering, unable to take actions, reactions, or move.

Red Dragon Regional Effects

  • Scorched Earth: Vegetation within 1 mile of the dragon’s lair withers, and the ground cracks under the intense heat emanating from the lair. Water sources may dry up, and the area becomes a barren, desolate landscape, reflecting the dragon’s fiery nature.
  • Volcanic Activity: Minor volcanic eruptions and tremors are common within 1 mile of the lair. These can create temporary or permanent lava flows and ash clouds, altering the landscape and making the territory inhospitable to most life forms.
  • Embers on the Wind: Ashes and embers carried by the wind from the dragon’s lair can ignite small fires in the surrounding area. These fires are not massive enough to cause a wildfire but can burn crops, damage homes, and serve as a warning of the dragon’s presence.
Armor Class: 19 (natural armor)
Hit Points: 256 (19d12+133)
Speed: 40 ft. (walk), 40 ft. (climb), 80 ft. (fly)
str
27
+8
dex
10
+0
con
25
+7
int
16
+3
wis
13
+1
cha
21
+5
Damage Immunities: fire
Proficiency Bonus: +6

Proficiencies

  • Saving Throw: DEX +6
  • Saving Throw: CON +13
  • Saving Throw: WIS +7
  • Saving Throw: CHA +11
  • Skill: Perception +13
  • Skill: Stealth +6

Senses

  • Passive Perception: 23
  • Blindsight: 60′
  • Darkvision: 120′
Languages: Common, Draconic
Environment: Hill, Mountain

Credits: SRD 5.1