Mod | Save | ||
---|---|---|---|
STR | 27 | +8 | +8 |
DEX | 10 | +0 | +6 |
CON | 25 | +7 | +7 |
Mod | Save | ||
---|---|---|---|
INT | 16 | +3 | +3 |
WIS | 13 | +1 | +7 |
CHA | 23 | +6 | +6 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray
1/Day: Fireball
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
I wonder why the Rend Damage was reduced from the Young Dragon. I feel it should be 2d8 plus 2d6 instead of 1d10 plus 2d4.
Did dragons lose their tails and teeth? Where are the iconic (and logically valid) Bite and Tail attacks?
It's because the adult red dragon has so much more Strength!
The adult red dragon's Rend attack pans out to 18.5 damage per hit, which is higher than the young red dragon's 16.5 average damage. Not to mention that the adult gets up to six Rends per round compared with the young's three.
I still feel that for adults and ancient dragons; the breath should just be a legendary action. Instead of this lame recharge thing. Dragon breath is so iconic; it shouldn't depend on a roll of dice.
I used this dragon as a basis to determine how effective a peasant army would be against threats that adventurers would usually handle. Assuming the dragon is outside of its lair, since the extra fire damage would kill people too fast, it would take ~2,700 commoners ~40 rounds of combat to kill it. The real limiting factor for the commoners is that only 16 of them can attack the dragon at a time. I also assumed the dragon’s fire breath hit the maximum number of people it could every single time, although that becomes unrealistic deeper into the fight when it’s more likely to be hitting charred corpses than living combatants. However, if the commoners were equipped with rocks, ~810 could kill this dragon in a single round of combat with only ~170 casualties, once again proving ranged weapons are OP in D&D.
The Commanding Presence is insanely OP. Sure, it's once per round, but:
Pick your targets right, and the dragon can just make two players skip their turn every round. That's not just overpowered, it's an enormous funkiller.