AC 22 (natural armor)
HP 897 (46d20 + 414; bloodied 448)
Speed 40 ft., climb 40 ft., fly 80 ft.
Proficiency +8; Maneuver DC 26
Saving Throws Dex +8, Con +17, Wis +11, Cha +14
Skills Intimidation +14, Perception +11 (+1d6), Stealth +8
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Common, Draconic, two more
Legendary Resistance (3/Day). When the dragon fails a , it can choose to succeed instead. When it does, it sheds some of its scales, which turn to charcoal. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
Searing Heat. A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 14 (4d6) fire damage.
Volcanic Tyrant. The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores caused by lava.
Seething Rage. When the dragon is first bloodied, it immediately recharges its breath weapon, if it’s not already available. Its inner flame erupts, burning brightly in its eyes and mouth. After taking damage from its Searing Heat ability, a creature with resistance to fire damage loses it, and a creature with immunity to fire damage reduces it to resistance. Either effect lasts until the start of the creature’s next turn.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (save DC 22). It can innately cast the following spells, requiring no material components.
3/day each:, , ,
1/day each:, ,
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Fire.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the dragon pushes the target 10 feet away.
Cruel Tyranny. The dragon snarls and threatens its minions, driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with . If the dragon is , it can use this ability on three minions at once.
Spit Fire. The dragon targets a creature within 60 feet, forcing it to make a DC 22 Dexterity . The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing fire damage. A creature can use an action to end the ongoing damage.
Fire Breath (Recharge 5–6). The dragon exhales a blast of fire in a 90-foot cone. Each creature in that area makes a DC 25 Dexterity , taking 98 (28d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire damage. While affected by this ongoing damage, it is of the dragon. A creature can use an action to end the ongoing damage.
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Taskmaster. When a creature within 60 feet fails an ability check or , the dragon roars a command to it. The creature can roll a d10 and add it to the result of the roll, possibly turning the failure into a success.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Cruel Tyranny. The dragon uses its Cruel Tyranny action.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 22 Charisma . On a failure, it is for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 25 Dexterity . On a failure, it is pushed 10 feet away and knocked . The dragon can then fly up to half its fly speed.
The dragon has the following additional legendary actions, which it can use only while bloodied:
Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while or .
Mortal Terror (Gaze). A creature within 120 feet makes a against Roar, even if it has already successfully saved within the past 24 hours.
Backdraft (Costs 2 Actions). The dragon recharges its breath weapon.
Plasma Blast (Costs 3 Actions). The dragon spits a ball of white-hot fire at a creature it can see within 90 feet. The creature is affected as if caught in the dragon’s breath weapon, rolling to save as usual.
While individual dragons have their own personalities and tactics, most rely heavily on their breath weapons. They use them whenever they can, preferably from maximum distance and while flying above their enemies.
When fighting in the open, dragons often circle above their enemies as they wait for their breath weapons to recharge. They only close to melee if their enemies deal significant damage with ranged attacks, or if they can savage an enemy cut off from its allies. Once, dragons become more aggressive, attacking with bite and claws when their breath weapons aren’t available.
If a dragon is protecting its lair, it utilizes lair features, traps, allies, and architecture such as escape tunnels to keep up a hit-and-run fight, reappearing only when it has a fully-recharged breath weapon. If the dragon is forced into melee combat, it uses its bite and claws against a single foe. If it has legendary actions like Roar and Wing Attack, it uses them to disperse its other enemies.
If reduced to less than one-fourth its hit points while fighting in the open, a dragon flies away. However, it fights to the death to defend its lair, unless it can regain the upper hand through tricks or bargains.
Red Dragon Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:
1 Volcanic vents spew dark clouds of smoke, heavily obscuring a 20-foot-radius area. When a breathing creature starts its turn in the cloud or enters it for the first time on a turn, it must succeed on a Constitution or become until the start of its next turn.
2 If the dragon makes a tail attack against the lair’s wall, a large stalactite falls down from the ceiling, striking a 10-foot-square area of the dragon’s choice. Each creature in the area makes a Dexterity , taking 11 (2d10) bludgeoning damage and becoming on a failure. A creature can use its action to make an Acrobatics or Athletics check against the lair’s save DC, freeing itself or another creature on a success. If the dragon uses this ability more than three times in a day, the cavern starts collapsing.
3 Pools of lava are scattered throughout the lair. The dragon can use a legendary action to drink from a pool. Until the end of its next turn, its Searing Heat feature deals double damage.
4 The air in the dragon’s lair is dangerously hot. On first entering the lair and every hour thereafter, a creature without fire resistance or immunity makes a Constitution , gaining a level of on a failure.
Alerathax, Elderfire, Emberwing, Ithildrun, Pyrash, Verpyrion
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 Red dragons are creatures of flame and greed. They live inside volcanoes and hoard wealth unimaginable by even the richest monarch.
DC 15 Steaming vents and pools of bubbling magma fill a red dragon’s lair.
DC 20 The oldest red dragons are often served by minions from the Plane of Fire, such as fire elementals, magmins, or salamanders. The dragon rules over these minions like a mortal tyrant.
The most arrogant of all dragons, red dragons believe themselves the rulers of dragons and lesser creatures alike. They brook no disobedience and incinerate any who dare oppose them.
Rulers of the World. Red dragons believe their might is unsurpassed by mortal creatures. The very existence of gold dragons, their closest rivals, enrages them, causing them to attack gold dragons on sight. All other creatures must either serve them or be eaten.
Red dragons make their lairs atop the highest mountain peaks, where they can look down upon their domains. They consider everything within sight to be their property, and the sky their domain alone. They keep a watchful eye for rival dragons or other flying creatures, which must be driven to the earth or destroyed.
Among themselves, red dragons are hierarchical. They grudgingly accept the dominance of larger dragons, and demand fealty from smaller ones. Two red dragons of similar age will clash until one crawls away, its wings torn and its hoard plundered.
Treasure Hoarders. Red dragons are greedy even by draconic standards. They believe every gemstone and scrap of precious metal belongs in their lair. To red dragons, no tribute is too great, and the crime of holding back wealth is a capital one.
Fiery Infernos. A red dragon’s peak inevitably becomes volcanically active. Inside its cavernous lair, the dragon may sleep on an island surrounded by magma or ride updrafts of sulphurous gases. When a red dragon becomes enraged, the volcano erupts.
1–2 Attacks on sight
2 Drowsing atop its treasure
3 Feeding on a gargantuan monster corpse
4 Raging and threatening terrified captives
5 Flying overhead
6 Attacking a settlement
1 The smell of sulfur
2 A tremor shakes the ground
3 The air is almost unbearably hot
4 Three of the dragon’s minions run by, fleeing from its murderous wrath
5 A raging fire
6 A distant explosion of lava
Red dragons live atop volcanic mountain peaks.
CR 5–10 with 1d6 + 2 (see warrior), , , or (see warrior)
Treasure 1,800 gp, 2,000 sp, charred wagon filled with 400 gp of trade goods, 3 , , (embossed with a gold dragon head)
CR 11–16 ; with 1d8 + 4 (see warrior), , or ; with 2 , , or
Treasure 2,500 gp, 10,000 sp, 3 garnets (100 gp each), gold dragon idol (750 gp), 2 , ,
CR 17–22 ; with (see walking statue) or
Treasure 11,000 gp, 8,000 sp, ceremonial gold sword (250 gp), 3 gold ewers (750 gp each), pearl necklace (2,500 gp), 2 , 3 , ,
CR 23–30 ; with or
Treasure 2,000 pp, 20,000 gp, 3 rubies (5,000 gp each), 15 marble busts of human rulers (1,000 gp each), 3 , , ,
CR 31+ , with , , , or ; with 3 , , or
Treasure 5,000 pp, 100,000 gp, 10 miscellaneous pieces of royal jewelry (2,500 gp each), book of sigil sequences of 6 , magical anvil (any armor forged on it grants fire resistance), 3 , , , 2 ,
Dragons include red and gold dragons, which are huge reptilian fire-breathers that number among the world’s most dangerous monsters. This type includes, which breathe killing frost, as well as smaller reptilian creatures related to true dragons, such as .