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Pathfinder Second Edition

Compendium

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Young Red Dragon

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The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their Command of blistering flame, this is no haughty boast in their eyes—only unquestioned fact.

Red dragons don’t deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They Command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon’s security.

Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance. 

As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in Dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No Matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon’s internal heat causes these Precious metals to fuse together.

Attributes

Young Red Dragon

Creature 10

CELargeDragon, Fire
  • Perception20; darkvision, scent (imprecise) 60 feet, smoke vision
  • LanguagesCommon, Draconic
  • Skills acrobatics 15 arcana 17 athletics 22 deception 19 diplomacy 19 intimidation 21 stealth 17
  • Str6Dex1Con4Int 1Wis2Cha3
  • AC 30 Fort21Ref18Will19
  • HP 210 Immunitiesfire, paralyzed, sleep Weaknessescold 10
  • Smoke Vision Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke.
  • Frightful Presence 90 feet, DC 27. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute. Critical Success: The creature is unaffected by the presence. Success: The creature is frightened 1. Failure: The creature is frightened 2. Critical Failure: The creature is frightened 4.
  • Attack of Opportunity TriggerA creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Jaws only. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.
  • Speed40 feet, fly 120 feet
  • Melee jaws 23 (fire, reach 10 feet) Damage2d12+12 piercing claw 23 (agile) Damage2d10+12 slashing tail 21 (reach 15 feet) Damage2d12+10 slashing wing 21 (agile, reach 10 feet) Damage1d10+10 slashing
  • Cantrips detect magic read aura
  • Breath Weapon (arcane, evocation, fire) The dragon breathes a blast of flame that deals 11d6 (11d6) fire damage in a 40-foot cone (DC 30 basic Reflex save). It can’t use Breath Weapon again for 1d4 (1d4) rounds.
  • Draconic Frenzy The dragon makes two claw Strikes and one wing Strike in any order.
  • Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
  • Arcane Innate Spells DC 27; Cantrips (4th) detect magic, read aura
  • Optional Arcane Prepared Spells DC 29, attack +23; 4th crushing despair, invisibility, stoneskin; 3rd grease, haste, mind reading; 2nd comprehend language, resist energy, see invisibility; 1st charm, ray of enfeeblement, true strike; Cantrips (4th) chill touch, daze, mage hand, message, sigil