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Habitat: Hill, Mountain; Treasure: Any

Young red dragons number among the most unpredictable of their kind. They seek territories rich with treasures and potential followers, raiding, burning, and slaughtering to enforce their will. Unless these dragons meet significant resistance, they cement their power and begin reigns of terror that can last for centuries.


Red Dragons

Red dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.

Red dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they’ve collected. Should anything go missing, red dragons fly into rages. They don’t rest until their treasures are returned and the thieves have burned.

Red dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.


Red Dragon Lairs

Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they’ve stolen from other creatures.

The region containing an adult or ancient red dragon’s lair is warped by its presence, creating the following effects:

Burning Heat. The area within 1 mile of the lair is an area of extreme heat. A burning creature or object takes an additional 1d4 Fire damage at the start of each of its turns.

Smoldering Haze. The area within 1 mile of the lair is Lightly Obscured with clouds of ash. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage.


Young Red Dragon

Large Dragon (Chromatic), Chaotic Evil
  • Armor Class 18
  • Hit Points 178 (17d10 + 85)
  • Speed 40 ft., Climb 40 ft., Fly 80 ft.
  • Initiative +4 (14)
STR
23 (6)
DEX
10 (0)
CON
21 (5)
INT
14 (2)
WIS
11 (0)
CHA
19 (4)
  • Saving Throws Str +6, Dex +4, Con +5, Int +2, Wis +4, Cha +4
  • Skills Perception +8, Stealth +4
  • Damage Immunities Fire
  • Senses Blindsight 30 ft., Darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge 10 (5,900 XP)
  • Habitat Hill, Mountain
  • Treasure Any

Actions


  • Multiattack. The dragon makes three Rend attacks.
  • Rend. Melee Weapon Attack: +10 to hit, reach 10 ft., One Target. Hit: (2d6 + 6) Slashing damage plus (1d6)Fire damage.
  • Fire Breath (Recharge 5–6). *Dexterity Saving Throw:* DC 17, each creature in a 30-foot Cone. *Failure:* 56 (or [[16d6]] (16d6)) Fire damage. *Success:* Half damage.
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