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Red Dragon

Overview

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 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.    

Red Dragon Wyrmling CR: 4 (1,100 XP)

Medium dragon, chaotic evil
Armor Class: 17
Hit Points: 75 (10d8 + 30)
Speed: 30 ft , fly: 60 ft , climb: 30 ft

STR

19 +4

DEX

10 +0

CON

17 +3

INT

12 +1

WIS

11 +0

CHA

15 +2

Saving Throws: Dex +2, Con +5, Wis +2, Cha +4
Skills: Perception +4, Stealth +2
Damage Immunities: Fire
Senses: Blindsight 10 feet, Darkvision 60 feet, Passive Perception 14
Languages: Draconic
Challenge Rating: 4 (1,100 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 1d10 + 4 piercing damage plus 1d6 fire damage.   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 7d6 fire damage on a failed save, or half as much damage on a successful one.

   

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

Large dragon, chaotic evil
Armor Class: 18
Hit Points: 178 (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
Damage Immunities: Fire
Senses: Blindsight 30 feet, Darkvision 120 feet, Passive Perception 18
Languages: Common, Draconic
Challenge Rating: 10 (5,900 XP)

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 feet, one target. Hit: 2d10 + 6 piercing damage plus 1d6 fire damage.   Claw. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 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 16d6 fire damage on a failed save, or half as much damage on a successful one.

   

Adult Red Dragon CR: 17 (18,000 XP)

Huge dragon, chaotic evil
Armor Class: 19
Hit Points: 256 (19d12 + 133)
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

27 +8

DEX

10 +0

CON

25 +7

INT

16 +3

WIS

13 +1

CHA

21 +5

Saving Throws: Dex +6, Con +13, Wis +7, Cha +11
Skills: Perception +13, Stealth +6
Senses: Blindsight 60 feet, Darkvision 120 feet, Passive Perception 23
Languages: Common, Draconic
Challenge Rating: 17 (18,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

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 feet, one target. Hit: 2d10 + 8 piercing damage plus 2d6 fire damage.   Claw. Melee Weapon Attack: +14 to hit, reach 5 feet, one target. Hit: 2d6 + 8 slashing damage.   Tail. Melee Weapon Attack: +14 to hit, reach 15 feet, one target. Hit: 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 18d6 fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 2d6 + 8 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

   

Ancient Red Dragon CR: 24 (62,000 XP)

Gargantuan dragon, chaotic evil
Armor Class: 22
Hit Points: 546 (28d20 + 252)
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

30 +10

DEX

10 +0

CON

29 +9

INT

18 +4

WIS

15 +2

CHA

23 +6

Saving Throws: Dex +7, Con +16, Wis +9, Cha +13
Skills: Perception +16, Stealth +7
Damage Immunities: Fire
Senses: Blindsight 60 feet, Darkvision 120 feet, Passive Perception 26
Languages: Common, Draconic
Challenge Rating: 24 (62,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

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 feet, one target. Hit: 2d10 + 10 piercing damage plus 4d6 fire damage.   Claw. Melee Weapon Attack: +17 to hit, reach 10 feet, one target. Hit: 2d6 + 10 slashing damage.   Tail. Melee Weapon Attack: +17 to hit, reach 20 feet, one target. Hit: 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 26d6 fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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 2d6 + 10 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Genetic Ancestor(s)
Lifespan
1,200 years
Average Weight
350 to 2,700 pounds
Average Length
12 to 45 feet

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