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Ancient Red Dragon

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.   Selling Price
  • 50,000 gp
  Meat   A PC can butcher a Dragon for meat. PC roll 2d8x10,000 to determine pounds of meat.
  • 1 lb meat 10 gp
  Additional Loot
Average Weight
160,000 lbs
Gargantuan dragon, chaotic evil   AC: 22 (Natural Armor) HP: 546 Speed: 40 ft., climb 40 ft., fly 80 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 +17, Stealth +7   Damage Immunities: Fire   Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26   Languages: Old Norse Language, Draconic   CR: 24   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 ft., one target. Hit: (2d10 + 10) piercing damage plus (4d6) fire damage.   Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.   Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., 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.

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