Red Dragons
Red Dragon Wyrmling
Red Dragon Wyrmling
Medium dragon Chaotic Evil
Armor Class 17; Initiative +2
Hit Points 75 (10d8 + 30)
Speed climb 30 ft., fly 60 ft., walk 30 ft.
Strength 19 (+4); Dexterity 10 (+0); Constitution 17 (+3); Intelligence 12 (+1); Wisdom 11 (+0); Charisma 15 (+2)
Saving Throws Dexterity +2, Wisdom +2
Skills Perception +4, Stealth +2
Damage Immunities fire
Senses darkvision 60 ft., blindsight 10 ft.
Languages draconic
Challenge 4; Proficiency Bonus +2
Red Dragons
Red Dragon Wyrmling
Multiattack. The red dragon wyrmling makes two Rend attacks.
Rend. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 9 (1d10 + 4) slashing plus 3 (1d6) fire damage.
Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone.
Failure: 24 (7d6) fire damage.
Success: Half damage.
Young Red Dragon
Young Red Dragon
Large dragon Chaotic Evil
Armor Class 18; Initiative +4
Hit Points 178 (17d10 + 85)
Speed climb 40 ft., fly 80 ft., walk 40 ft.
Strength 23 (+6); Dexterity 10 (+0); Constitution 21 (+5); Intelligence 14 (+2); Wisdom 11 (+0); Charisma 19 (+4)
Saving Throws Dexterity +4, Wisdom +4
Skills Perception +8, Stealth +4
Damage Immunities fire
Senses darkvision 120 ft., blindsight 30 ft.
Languages common, draconic
Challenge 10; Proficiency Bonus +4
Red Dragons
Multiattack. The young red dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +10 to hit, reach 10 ft.. Hit: 13 (2d6 + 6) slashing plus 3 (1d6) fire damage.
Fire Breath. Recharge 6. Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone
Failure: 56 (16d6) fire damage.
Success: Half damage.
Adult Red Dragon
Adult Red Dragon
Huge dragon Chaotic Evil
Armor Class 19; Initiative +12
Hit Points 256 (19d12 + 133)
Speed climb 40 ft., fly 80 ft., walk 40 ft.
3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.
Strength 27 (+8); Dexterity 10 (+0); Constitution 25 (+7); Intelligence 16 (+3); Wisdom 13 (+1); Charisma 23 (+6)
Saving Throws Dexterity +6, Wisdom +7
Skills Perception +13, Stealth +6
Damage Immunities fire
Senses darkvision 120 ft., blindsight 60 ft.
Languages common, draconic
Challenge 17; Proficiency Bonus +6
Red Dragons
Legendary Resistance. 3/day (4/day in lair). If the adult red dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The adult red dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray.
Rend. Melee Weapon Attack: +14 to hit, reach 10 ft.. Hit: 13 (1d10 + 8) slashing 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.
Commanding Presence. The adult red dragon uses Spellcasting to cast Command (level 2 version). The adult red dragon can't take this action again until the start of its next turn.
Command. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Spellcasting. 1 use per day. The adult red 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
Command. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Scorching Ray. +12 to hit, range 120 ft.. Hit: 7 (2d6) fire damage. You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Total Rays
Fireball. A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Fiery Rays. The adult red dragon uses Spellcasting to cast Scorching Ray. The adult red dragon can't take this action again until the start of its next turn.
Scorching Ray. +12 to hit, range 120 ft.. Hit: 7 (2d6) fire damage. You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Total Rays
Pounce. The adult red dragon moves up to half its Speed, and it makes one Rend attack.
Ancient Red Dragon
Ancient Red Dragon
Gargantuan dragon Chaotic Evil
Armor Class 22; Initiative +14
Hit Points 507 (26d20 + 234)
Speed climb 40 ft., fly 80 ft., walk 40 ft.
3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.
Strength 30 (+10); Dexterity 10 (+0); Constitution 29 (+9); Intelligence 18 (+4); Wisdom 15 (+2); Charisma 27 (+8)
Saving Throws Dexterity +7, Wisdom +9
Skills Perception +16, Stealth +7
Damage Immunities fire
Senses darkvision 120 ft., blindsight 60 ft.
Languages common, draconic
Challenge 24; Proficiency Bonus +7
Red Dragons
Legendary Resistance. 4/day (5/day in lair). If the ancient red dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The ancient red dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Weapon Attack: +17 to hit, reach 15 ft.. Hit: 19 (2d8 + 10) slashing plus 10 (3d6) fire damage.
Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone
Failure: 91 (26d6) fire damage.
Success: Half damage.
Spellcasting. 1 use per day. The ancient red dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version)
1/Day Each: Fireball (level 6 version), Scrying
Commanding Presence. The ancient red dragon uses Spellcasting to cast Command (level 2 version). The ancient red dragon can't take this action again until the start of its next turn.
Command. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Fiery Rays. The ancient red dragon uses Spellcasting to cast Scorching Ray. The ancient red dragon can't take this action again until the start of its next turn.
Scorching Ray. +15 to hit, range 120 ft.. Hit: 7 (2d6) fire damage. You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Total Rays
Pounce. The ancient red dragon moves up to half its Speed, and it makes one Rend attack.
Command. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Scorching Ray. +15 to hit, range 120 ft.. Hit: 7 (2d6) fire damage. You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Total Rays
Fireball. A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Scrying. You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.
| | Your Knowledge of the Target Is ... | Save Modifier
| Secondhand (heard of the target) | +5
| Firsthand (met the target) | +0
| Extensive (know the target well) | −5
| | You Have the Target's ... | Save Modifier
| Picture or other likeness | −2
| Garment or other possession | −4
| Body part, lock of hair, or bit of nail | −10
On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.