Young Red Dragon (/jʌŋ rɛd ˈdræɡᵊn/)

  Red dragons, referred to by sages as draco conflagratio horribilis, and sometimes flame dragons, fire wyrms, and mountain dragons, were a breed of chromatic true Dragon. They were covetous, evil creatures, interested only in their own well-being, vanity and the extension of their treasure hoards. They were supremely confident of their own abilities and were Prone to making snap decisions without any forethought. The largest and most powerful of the chromatic dragons, and just the worst not counting Tiamat, red dragons were also the most fearsome and cruel. These dragons delighted in ruin, death and destruction. They breathed a cone of fire. In countless lands, they were considered the archetypal villainous Dragon of legend and fable, exemplars of all their most notorious traits, and the red dragons thought so too.  
“Rapacious, cunning, and destructive, red dragons are Tiamat's favored children, embodying the worst that dragonkind has to offer.”   Jothan Ironspell, from another world
  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.  

Chromatic Dragons

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.   Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic Dragon seizes that wealth without regard for the Humanoids and other creatures that have "stolen" it. With its piles of coins, gleaming gems, and magic items, a Dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.   Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic Dragon's personality and worldview. Trying to humble a chromatic Dragon is like trying to convince the wind to stop blowing. To these creatures, Humanoids are animals, fit to serve as prey or Beasts of burden, and wholly unworthy of respect.   Dangerous Lairs. A Dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a Dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.   Most chromatic Dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black Dragon might lair in the heart of a vast swamp, while a red Dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.   Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.   Tiamat is a gigantic Dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.   Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.  

Dragons

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.   Many creatures, including wyverns and Dragon turtles, have Draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The Brass, Bronze, Copper, Gold, and Silver dragons are noble, good, and highly respected by the wise.   Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.  
The Mighty Menagerie fought one when it attacked them on the road to Forlione  
  This is an article about Young Red Dragons, but there is a main page with more general info on Red Dragons and there may be ones for the other age ranges in the future.

Basic Information

Anatomy

Description

Red dragons were physically distinguished by their enormous size and wingspan, which was the widest of all dragons, both in absolute size and relative to body length. The outermost alar phalanx was extremely long and made the wing appear to taper, while the trailing edge was the longest section. The trailing edge joined the body behind the rear legs and partway along the tail.   And of course they were recognized by their scarlet and crimson scaled hides. A wyrmling had small, bright, and glossy scarlet scales (becoming pink on its belly), which turned dull and a deeper red by the time they were young dragons. In older dragons, the scales grew thicker and larger, and as tough as metal. In contrast to their red hide, their wings and neck frills turned a purple-gray, ash-blue, or blue-black toward the edges, similar to metal scorched in a fire, which darkened as they aged. The pupils of their eyes faded with age, such that especially old red dragons had eyes that seemed to be orbs of molten lava.   A red dragon had two large horns upon their head, which pointed backward toward their wings. These horns, which were big enough to be noticeable from below, could be either straight or twisted and any color from white as bone to black as night. They had smaller horns on their chin, cheeks, lower jaw, and in rows over their brow, as well as on their beak-like snout. They also had frills around their ears that often combined with their cheek horns as they got older and a backward-sweeping frill running down their necks and spine, from just behind the head to the end of the tail. The frills around the dragon's internal ears assisted its hearing, by collecting sounds and ascertaining directions. A red wyrmling had the two main horns, but the others were only stubs.   They smelled of smoke, sulfur, and pumice. Their bodies were so warm that the air around them occasionally shimmered as in a heat mirage while their blood was, when outside its body, hot enough to produce steam. Smoke blew from their nostrils constantly. When a red dragon was enraged, flames flickered in its eyes and nostrils.   The vanity of red dragons was often revealed in their prideful postures and the looks of disdain with which they regarded all others.   A hatchling had a 1‑foot-long (0.3‑meter) 3‑foot-long (0.91‑meter) body and 3‑foot-long (0.91‑meter) tail, while an adult had a body length of around 12 feet (3.7 meters) to 18 feet (5.5 meters) and a tail length of around 17 feet (5.2 meters) to 21 feet (6.4 meters). The biggest great wyrms grew to 35 feet (11 meters) or 36 feet (11 meters) long in the body, with tails 26 feet (7.9 meters) or even 50 feet (15 meters) long. However, earlier estimates had adults as big as 80 to 99 hands (8.1 to 10 meters) in body length and 68 to 87 hands (6.9 to 8.8 meters) in tail length, and great wyrms as big as 174 to 183 hands (17.7 to 18.6 meters) in body length and 162 to 171 hands (16.5 to 17.4 meters). As red dragons of the same age did not differ much in length, one considered small would be slender and wiry while one considered huge would be fat, muscular, or thick of body and limb. A healthy red measuring 40 feet (12 meters) in body length would weigh 5,000 pounds (2,300 kilograms).   A dragon egg could be identified as belonging to a red by the very faint reddish spots seen when held in front of an intense white light.  

Customizing Dragons

FTD p33   You can customize any Dragon's stat block to reflect the Dragon's unique character. Minor changes such as those below are easy to make and have no impact on a Dragon's challenge rating.   Languages. Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a Dragon's stat block.   Skills. Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a Dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a Dragon tool proficiencies, particularly if the Dragon spends time in Humanoid form.   Spells. See the "Variant: Dragons as Innate Spellcasters" inset(s), below.   Other Traits and Actions. You can borrow traits and actions from other monsters to add unique flavor to a Dragon. Consider these examples:   Damage Absorption. You might decide that this Dragon is not only unharmed by fire damage, but actually healed by it.   Whenever the Dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.   Flyby. The Dragon is an agile flier, quick to Fly out of enemies' reach. The Dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.   Mimicry. Impersonating characters or their allies could be a fun trick for a crafty Dragon. The Dragon can Mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.   Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A Dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a Lich's essence is hidden in a phylactery.   If it has an essence-preserving object, a destroyed Dragon gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.   Special Senses. Most dragons have blindsight and Darkvision. You might upgrade blindsight to truesight, or you could give a Dragon with a burrowing speed tremorsense.

Variant: Dragons as Innate Spellcasters

This Dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 3rd. The Dragon's spell save DC is DC 16, and it has +8 to hit with spell attacks.   A suggested spell list is shown below, but you can also choose spells to reflect the Dragon's character. A Dragon who innately casts Druid spells feels different from one who casts warlock spells. You can also give a Dragon spells of a higher level than this rule allows, but such a tweak might increase the Dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.   Bane Heat Metal Hypnotic Pattern Suggestion   Source: FTD
 

Variant: Dragons as Innate Spellcasters

Dragons are innately magical creatures that can master a few spells as they age, using this variant.   A young or older Dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the Dragon's challenge rating (rounded down). The Dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The Dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.   This Dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 3rd. The Dragon's spell save DC is DC 16, and it has +8 to hit with spell attacks. See the spell page for a list of spells the Dragon is capable of casting. A selection of examples are shown below:   Fireball Scorching Ray Haste Erupting Earth Aganazzar's Scorcher

Growth Rate & Stages

True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.  
Dragon Age Categories
Category Size Age Range
Wyrmling Medium (5' x 5'" 5 years or less
Young Dragon Large (10' x 10') 6–100 years
Adult Dragon Huge (15' x 15') 101–800 years
Ancient Dragon Gargantuan (20' x 20' +) 801 years or more
Greatwyrm Gargantuan (20' x 20' +) 1,200 years or more

Additional Information

Uses, Products & Exploitation


Usage

It was said the flesh of red dragons tasted extremely spicy. To be properly prepared, it had to be exposed to open air for at least two days and aged for some time. Anyone who ate red dragon meat that was not treated in this manner was susceptible to horrible cramps and extreme pain. Even if properly prepared, the diner would suffer for it the next day. Reputedly, a historical lord of Mulmaster would eat only the brains of red dragons. Smerdiuk Dragonbane enjoyed red dragon meat, but declared anything else an acquired taste at best. Recipes and techniques were documented in The Fine Art of Cooking and Seasoning Red Dragon. One dish was dragonblood soup, which included the blood, heart, and possibly flesh of a red dragon and was a work of foodomancy.   As with other dragons, a suit of armor crafted from red dragonhide would of course be resistant to flame, protecting itself but not necessarily the wearer. Only proper dragoncraft armor, a shield, or mantle would also confer some of its resistance on the wearer.   The blood of a red dragon was naturally a boon to any spell of fire magic, whether in a potion or ink or used as a material component. For example, three drops of red dragon blood were a potential ingredient in the ink used to inscribe a burning hands spell into a spellbook, according to a recipe in Book of the Silver Talon; it made a fiery beam with greater range and usefulness.   The age of the Dragon will determine it's powerset, abilities, etc. Wyrmling, Young Dragon, Adult Dragon, Ancient Dragon, Greatwyrm - This also means it determines the harvesting.  

Harvesting

Instructions
Instructions: ecause this creature is an Dragon, the player should roll a Nature Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Dragon   Skill: Nature  
DC Item Description Value Weight Expiration Crafting
5 Raw Dragon Meat Dragon meat is a delicacy and is considered one of the finest meats you can eat. The meat spoils fast, but gourmet chefs will pay dearly for the meat.   Dragon Jerky: If the meat is dried and smoked, a young dragon can yield about 2d6 days worth of dragon jerky. Dragon jerky is extremely filling, and a days worth weighs only a quarter of a regular ration (0.5 lbs.). It costs 2gp per ration. 60 gp 6 lb. 1 day -
10 Young Dragon Blood (5 vials) Dragon blood is a valued commodity, used by spellcasters, alchemists and others. It can be used as a spell reagent and an ingredient for potions. 125 gp 1 lb. 7 days Potion of Dragonstrength, young (HHH)
15 Young Dragon Tooth (10x) A young dragon's tooth is just under a foot long. They are long, conical and have a serrated edge. A dragon's tooth has a degree of elemental protection, after constant exposure to the dragon's breath. The tooth can be used to make small weapons, crafts and are prized trophies. 25 gp 5 lb. -
15 Young Dragon Bone (x6) Dragon bones are infused with arcane and elemental magic, and tend to get harder as the dragon ages. Armorers and weaponsmiths that know how to work dragon bone tend to be masters of their craft. 350 gp 14 lb. Dragonbone Weapon (HHH)
15 Young Red Dragon Horn Harvested from: Black, Blue, Red, Bronze, Copper, and Gold Dragons   Depending on the type of dragon, a horn or a prominent protrusion may adorn their head. These horns often retain a piece of the dragon's power, and make wonderful conduits for arcane magic. The horns make great trophies and can be crafted into various instruments and items, which tend to absorb magic enchantments fairly easily. Magic users create staves using the horns, as they make a perfect arcane focus. 650 gp 20 lb. -
20 Young Red Dragon Scales A young dragon's scales are hard, yet malleable. Compared to an adult dragon's scales, there are easier to manipulate by an expert armorer. 1600 gp 30 lb. Dragon Scale Mail, Dragon Scale Shield (DMG)
20 Young Red Dragon Breath Pouch The dragon's breath weapon is caused by two glands secreting a mix of chemicals together as the dragon exhales. The two glands are wrapped together in a thin membrane or pouch, which can be harvested if careful. Alchemists prize the membrane for the unique mix of chemicals it contains. Magic users prize it for the magic it holds. Artificers prize it for what they can make from it.   Use: The membrane may be thrown up to 20 feet and the pouch explodes upon impact. Any creature within 15 feet of impact must roll a DC 15 Dexterity saving throw or suffer 16 (4d8) damage (damage type depends on the dragon the membrane was harvested from). 1500 gp 10 lb. 2 days Dragon's Wrath (HHH)
20 Young Red Dragon Wing (x2) The wings of a young dragon are prized for their leather, which still retains some of the dragon's magical essence. 3000 gp 50 lb. 7 days Cloak of Dragonflight (HHH)
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature does not normally carry treasure in dragon form, but may possess many coins. This kind of creature will have a sizeable hoards somewhere.   This creature produces 6-36 pieces of Harvested Meat, weight total of 24-144 lb. DC: 5, Expire: 1 day, Value: 12-72 sp   It also will have a higher quality of meat as discussed above.

Perception and Sensory Capabilities

Abilities

Red dragons expelled an extremely devastating cone of fire. For an adult, this blast could be from 9 feet (2.7 meters) up to 50 feet (15 meters) or 60 feet (18 meters) in length and breadth, or even as long as 90 feet (27 meters) and 30 feet (9.1 meters). Its raw elemental fire could burn flesh and heat metal and, for ancient red dragons, could even overwhelm magical protections against fire.   They were naturally resistant or even completely immune to fire, but vulnerable to cold.   Like any dragon, and in addition to the common powers of chromatic dragons, red dragons gained an array of magical powers as they aged, though accounts of these varied. In one version, a young red dragon could affect normal fires thrice a day, a juvenile could use pyrotechnics thrice a day, an adult could heat metal once a day, an old red dragon could make a suggestion once each day, a very old one could use hypnotism once a day, and a venerable red could detect gems, kind and number three times a day up to a range of 100 feet (30 meters). In a later accounting, a juvenile could cast locate object once a day or more often as they got older, while an old red dragon could use suggestion, an ancient one could use find the path, and a great wyrm could discern location. They did not possess innate psionics.   Similarly, red dragons could learn and cast new spells of their own, similar to a sorcerer. They naturally favored fire-based spells as well as spells of detection and divination to help them analyze magic and appraise valuables.   They were skilled in appraisal, deception, and jumping, because, although they flew quickly, they were not very maneuverable. They could accurately estimate the value of any treasure or trinket, down to the last copper piece. They also had good hearing.   With its keen senses, a red dragon could track its prey like a ranger. This was especially effective if it had tasted a creature's blood beforehand and it was still wounded.

Sources
Source(s):
 
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Genetic Ancestor(s)
Scientific Name
Animalia, Draconia, chromaticus, red draconis (iuvenis)
Origin/Ancestry
Dragon (Chromatic Dragon | Red, Young)
Lifespan
6–100 years, then considered an Adult Dragon
Conservation Status
Chromatic dragons are not protected, by most. Many may offer rewards for their death, but some places may respect the dragon out of fear of consequences.
Average Height
6' - 15'+
Average Weight
2,000 - 4,000+ lbs.
Average Length
body is apx. 10', Neck is 10' (give or take), and the tail is around 15'+, and a wingspan of at least 10'
Related Ethnicities

5E Statistics
Red Dragon

(Draco conflagratio horribilis Flame dragon Fire wyrm Mountain dragon)  
Size Young Dragon (Large)
Type Dragon
Alignment Chaotic Evil
Challenge Rating Young Dragon 10

General Information

Movement Flying, climbing
Vision Darkvision, low-light vision, blindsight
Diet Carnivorous
Intelligence Exceptional
Language(s) Common, Draconic
Favored Climate Subtropical, Subtropical Dry, Temperate, Warm
Favored Terrain Hills, Mountains

Appearance

Skin color(s) Red (scales)
Typical build Dragon
Distinctions Horns, fire breath

History

First appearance Dungeons & Dragons Volume 2: Monsters & Treasure (1974)
 
See Also: Red_dragon on Forgotten Realms Wiki

MM, page 98. Additional information from FTD, page 33. Also found in PotA; RoT; ToA; WDMM; JttRC; LoX; DSotDQ; KftGV. Available in the SRD.

Young Red Dragon CR: 10 (5,900 XP)

Large dragon, chaotic evil
Armor Class: 18 (natural armor)
Hit Points: 178 (17d10+85) 17d10+85
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

23 +6

DEX

10 +0

CON

21 +5

INT

14 +2

WIS

11 +0

CHA

19 +4

Saving Throws: Dex +4, Con +9, Wis +4, Cha +8
Skills: Perception +8, Stealth +4   Proficiency Bonus +4
Damage Immunities: fire
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages: Common, Draconic
Challenge Rating: 10 (5,900 XP)

Variant: Dragons as Innate Spellcasters

This Dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 3rd. The Dragon's spell save DC is DC 16, and it has +8 to hit with spell attacks.   A suggested spell list is shown below, but you can also choose spells to reflect the Dragon's character. A Dragon who innately casts Druid spells feels different from one who casts warlock spells. You can also give a Dragon spells of a higher level than this rule allows, but such a tweak might increase the Dragon's challenge rating—especially if those spells deal damage or impose conditions on targets.   Bane Heat Metal Hypnotic Pattern Suggestion   Source: FTD
 

Variant: Dragons as Innate Spellcasters

Dragons are innately magical creatures that can master a few spells as they age, using this variant.   A young or older Dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the Dragon's challenge rating (rounded down). The Dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The Dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.   This Dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 3rd. The Dragon's spell save DC is DC 16, and it has +8 to hit with spell attacks. See the spell page for a list of spells the Dragon is capable of casting. A selection of examples are shown below:   Fireball Scorching Ray Haste Erupting Earth Aganazzar's Scorcher

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.   Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

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.  

Chromatic Dragons

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.   Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic Dragon seizes that wealth without regard for the Humanoids and other creatures that have "stolen" it. With its piles of coins, gleaming gems, and magic items, a Dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.   Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic Dragon's personality and worldview. Trying to humble a chromatic Dragon is like trying to convince the wind to stop blowing. To these creatures, Humanoids are animals, fit to serve as prey or Beasts of burden, and wholly unworthy of respect.   Dangerous Lairs. A Dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a Dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.   Most chromatic Dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black Dragon might lair in the heart of a vast swamp, while a Red Dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.   Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.   Tiamat is a gigantic Dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.   Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.  

Dragons

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.   Many creatures, including wyverns and Dragon turtles, have Draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The Brass, Bronze, Copper, Gold, and Silver dragons are noble, good, and highly respected by the wise.   Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.   True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.  
Dragon Age Categories
Category Size Age Range
Wyrmling Medium 5 years or less
Young Dragon Large 6–100 years
Adult Dragon Huge 101–800 years
Ancient Dragon Gargantuan 801 years or more
Greatwyrm Gargantuan 1,200 years or more
 

Customizing Dragons

FTD p33   You can customize any Dragon's stat block to reflect the Dragon's unique character. Minor changes such as those below are easy to make and have no impact on a Dragon's challenge rating.   Languages. Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a Dragon's stat block.   Skills. Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a Dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a Dragon tool proficiencies, particularly if the Dragon spends time in Humanoid form.   Spells. See the "Variant: Dragons as Innate Spellcasters" inset(s), below.   Other Traits and Actions. You can borrow traits and actions from other monsters to add unique flavor to a Dragon. Consider these examples:   Damage Absorption. You might decide that this Dragon is not only unharmed by fire damage, but actually healed by it.   Whenever the Dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.   Flyby. The Dragon is an agile flier, quick to Fly out of enemies' reach. The Dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.   Mimicry. Impersonating characters or their allies could be a fun trick for a crafty Dragon. The Dragon can Mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.   Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A Dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a Lich's essence is hidden in a phylactery.   If it has an essence-preserving object, a destroyed Dragon gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.   Special Senses. Most dragons have blindsight and Darkvision. You might upgrade blindsight to truesight, or you could give a Dragon with a burrowing speed tremorsense.

Suggested Environments

Environment: Hills, Mountains