Ancient Red Dragon

Red Dragon, Ancient

Gargantuan dragon, chaotic evil

24
Challenge Rating
62000 XP

An ancient red dragon is an awe-inspiring sight, a majestic and fearsome creature that radiates power and destruction. Its enormous body is covered in thick, crimson scales that shimmer with heat and intensity. The dragon’s eyes burn like molten lava, reflecting its insatiable hunger for wealth and dominance. Its long, muscular neck leads to a head adorned with wicked horns and a mouth filled with razor-sharp teeth that can tear through the toughest armor. Powerful wings, resembling fiery infernos, allow it to take to the skies with thunderous beats. The dragon’s fiery breath is a devastating torrent of scorching flames that can engulf entire landscapes in an instant. Known for its insatiable greed, an ancient red dragon hoards vast treasures within its fiery lair, guarding them fiercely against any who dare to challenge its might. With a cunning intellect and a cruel disposition, the ancient red dragon seeks dominion over all it surveys, commanding fear and respect from even the bravest adventurers. Its mere presence is enough to ignite panic and chaos, as it symbolizes the relentless forces of destruction and unquenchable thirst for 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: +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: 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.

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 ft. 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.

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: 22 (natural armor)
Hit Points: 546 (28d20+252)
Speed: 40 ft. (walk), 40 ft. (climb), 80 ft. (fly)
str
30
+10
dex
10
+0
con
29
+9
int
18
+4
wis
15
+2
cha
23
+6
Damage Immunities: fire
Proficiency Bonus: +7

Proficiencies

  • Saving Throw: DEX +7
  • Saving Throw: CON +16
  • Saving Throw: WIS +9
  • Saving Throw: CHA +13
  • Skill: Perception +16
  • Skill: Stealth +7

Senses

  • Passive Perception: 26
  • Blindsight: 60′
  • Darkvision: 120′
Languages: Common, Draconic
Environment: Hill, Mountain

Credits: SRD 5.1