Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (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 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
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 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
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.
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 21 (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.
Cool dog, very loud! 5 stars
I would love to just make a red dragon In a humanoid form it would just be an angry grandpa lol ;]
Will be battling one of these in Shadow form in the underdark soon...wish us luck.
I’m going to have my guys take him on early with help from a Gold Dragon. So wish them happy hunting as I doubt they all will live to tell the tale (That’s what happens when the group don’t got Clerics!)
Can confirm that it makes a good dog. Needs copious treats. Very loud!
4 out of 5 stars due to strange loss of other animals after purchase.
I have one somehow polymorphed into a human merchant to manipulate the party to kill a silver dragon. When they don’t he tries to take direct control of them, and if he does they fight the silver dragon. Eventually the spell ends naturally, the silver dragon heals them, calls off her attacking army of frozen magmins and ice golems, and they fight the red dragon. as you can see, i use a lot of home brew.
So, in 5th edition Dragons don't cast spells? Pity.
An easy fix is to give them class levels or something. I have an ancient blue dragon named Kazindrall in my homebrew world who was descended from a powerful dragon who was afflicted with magical energy from the Elemental Chaos, and so Kazindrall has 20 levels in sorcerer.
Everybody gangsta till the wizard cast true polymorph and turns into a ******* dragon
It is easy to desire to have the Red Dragon go all fire, brimstone and crush a party but remember this is, OH YOUR AN Adult Dragon, OF COURSE YOU ARE. Meaning you passed the whole adolescent, I know everything, and body surf in hurricanes dude stage. You, also, are really starting to come into your own Charisma-wise. That's doesn't mean the Adult Red Dragons are good looking, but trust me, hanging with your crew - you be styling. In other words, their social network is actually starting to gain value and Charisma 21 means they got devoted followers. They should be stretching their social might a little bit to take on more than just their raiding the villages - that's kid stuff. It is starting to be more interesting to plan strategy for ruling (through malevolent subversion) covertly. Oh, how much satisfaction is to be gained by bringing down the 'good works' and 'order' and ruling through fear. Your name might be associated with the hothead actions of your youth, torching the fishing boats in the bay, destroying the castle of Sir Dedone but now it's for your minions turn to be the first and maybe second waves of your deadly assaults. Now, you'll rule every assassin guild in the land and then destroy the noble class of say, the elves then the dwarves.... All while you take their treasure and start subverting the gem merchants as a way to take control of the economy. You are starting to think on a larger scale...
There is an variant ruling that does allow spell casting if that is what you are after. It is in the Monster Manual(MM page 84 I think) under dragons after the initial description.
this will be my pet in my dragon royale campain and any other campaign
Good luck ha
dragon royale is dragon pokemon
Im making a campaign right and i was hoping to put this as the ending boss.But now looking at the stats i feel that the noobs im playing with wont be able to defeat it.what a wonderful world?
I love dragons
a classic dragon real strong.
Not a good suitcase.
Even better when you true polymorph into a gold dragon, use its polymorph to turn back into your old player's self (But still be "The dragon"), and keep its legendary resistances and 250+ health
In 5th Ed, dragons can be spellcasters, if you want them to be. RAW they can know up to their Cha mod of spells, and can choose any spells up to 1/3 their CR (rounded down). So to use the Adult Red Dragon, it knows 5 spells, up to 5th level, each can be cast 1/day. And here's where it gets fun: they can choose from any class list.