dave2008
Legend
Red Dragon by Bruno Cesar
Red Dragon, Wyrm
Gargantuan dragon, chaotic evil
Armor Class 25 (Natural Armor)
Hit Points 656 (32d20 + 320; bloodied 328)
Speed 80 ft., climb 60 ft., fly 240 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
30 (+10) | 10 (+0) | 30 (+10) | 22 (+6) | 20 (+5) | 28 (+9) |
Saving Throws Str +19, Dex +9, Con +19, Int +15, Wis +14, Cha +18
Skills Arcana +15, Athletics +19, Intimidation +17, Perception +22
Damage Resistances force, lightning, poison
Damage Immunities fire
Condition Immunities poisoned
Senses blindsight 120 ft., darkvision 240 ft., passive perception 32
Languages Common, Draconic, Giant, Ignan, Primordial
Challenge 30 (155,000 XP) Proficiency Bonus +9
Brutal. The dragon's melee attacks deal an extra 10 damage of the attacks type on a hit (included in the attack).
Colossal. The dragon's space is 40 feet by 40 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.
Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 8 hit points of damage, in which case it takes damage as normal.
Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet
Ignite. When an area is hit by the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 20 feet high, opaque, and cover the whole area. A creature takes 21 (6d6) fire damage when it ends is turn within 10 feet of the flames. Additionally, a creature takes the same damage when it enters the flames for the first time on a turn or ends its turn there.
Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.
Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.
Siege Monster. The dragon deals double damage to objects and structures.
Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or fire blast. The dragon can substitute a tail attack for a bite or two claw attacks.
Bite. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 53 (6d10 + 20) piercing damage plus 21 (6d6) fire damage and, if the dragon wishes, the target must make a DC 27 Strength throw or be grappled. A Large or smaller creature grappled this way is also restrained.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 41 (6d6 + 20) slashing damage and, if the dragon wishes, the target must make a DC 27 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.
Tail. Melee Weapon Attack: +19 to hit, reach 60 ft., one target. Hit: 46 (6d8 + 20) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 27 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.
Fire Blast. The dragon exhales a ball of fire that streaks to a point of its choice it can see within 200 feet of it, it then explodes into a 15-foot radius ball of flames. Each creature in the area must make DC 27 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.
Immolate Foe. The dragon selects two target it can see within 210 feet of it, which become wrapped in magical flames. The target must make a DC 26 Constitution saving throw, loosing any resistance to fire damage for 1 hour and taking than taking 22 (5d8) fire damage on failed save and half as much damage on a successful one.
Frightful Presence. Each creature of the dragon’s choice within 240 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute and suffer an indefinite madness (DMG pg 260). A creature can repeat the saving throw at the end of each of its turns, and it is no longer frightened 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.
Breath Weapons (1/Rest). The dragon uses one of the following breath weapons. Additionally, targets that fail their saving throw by 10 or more (DC 17) take maximum damage from these attacks.
Fire Beam. The dragon exhales a beam of fire in a 300-foot line that is 5 feet wide. The first creature in the line must make a DC 27 Dexterity saving throw, taking 130 (20d12) fire damage plus 130 (20d12) force damage on a failed save, or half as much damage on a successful one. Additionally, each creature within a 20-foot radius of the initial target must make a DC 27 Dexterity saving throw, taking 16 (3d10) force damage and 16 (3d10) thunder damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this attack dies and is burned to a pile of ash.
Fire Breath. The dragon exhales fire in a 200-foot cone or eight 25-foot-by-25-foot contiguous areas within 100 feet of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 159 (29d10) fire damage and be incapacitated until the end of its next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 9th level or lower in the area ends.
Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
Dragon Magic (9/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 26, +18 to hit with attacks) as if they are 9th level spells: continual flame, fireball, fire storm, flaming sphere, heat metal, immolation, incendiary cloud, wall of fire
LEGENDARY ACTIONS
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. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its tremors, or volcanic gasses lair actions, even if it is not in its lair.
Immolate. The dragon uses its Immolate Foe action.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Pillar of Fire (Cost 2 Actions). The dragon can use its pillar of fire lair actions, even if it is not in its lair.
Blast (Costs 3 Actions). The dragon uses its Fire Blast attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 60 feet of the dragon must succeed on a DC 27 Dexterity saving throw, taking 35 (6d4 + 20) bludgeoning damage and be pushed 20 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.
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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
Red Dragon, Wyrm of Krynn | Challenge 30 |
Gargantuan elite dragon, typically chaotic evil | 310,000 Elite XP |
Red Dragon, Wyrm
Gargantuan dragon, chaotic evil
Armor Class 24 (Natural Armor)
Hit Points 1,312 (64d20 + 640; bloodied 656)
Speed 80 ft., climb 60 ft., fly 240 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
30 (+10) | 10 (+0) | 30 (+10) | 22 (+6) | 20 (+5) | 28 (+9) |
Saving Throws Str +19, Dex +9, Con +19, Int +15, Wis +14, Cha +18
Skills Arcana +15, Athletics +19, Intimidation +17, Perception +22
Damage Resistances force, lightning, piercing, poison
Damage Immunities fire
Condition Immunities poisoned
Senses blindsight 120 ft., darkvision 240 ft., passive perception 32
Languages Common, Draconic, Giant, Ignan, Primordial
Proficiency Bonus +9; Maneuver DC 27
Brutal. The dragon's melee attacks deal an extra 10 damage of the attacks type on a hit (included in the attack).
Colossal. The dragon's space is 40 feet by 40 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.
Dragon Fear. Each creature of the dragon’s choice that starts its turn within 120 feet of it, and is aware of it, must succeed on a DC 17 Wisdom saving throw or have disadvantage on d20 rolls until the end of its next turn. The dragon has advantage on attacks against creatures affected by its dragon fear. If a creature's saving throw is successful or the effect ends for it, the creature is immune to dragon fear for the next 24 hours.
Draconic of Krynn (Elite Trait, recharges after a Rest). When the dragon is first bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and it immediately uses its charge breath.
Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet
Ignite. When an area is hit by the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 20 feet high, opaque, and cover the whole area. A creature takes 21 (6d6) fire damage when it ends is turn within 10 feet of the flames. Additionally, a creature takes the same damage when it enters the flames for the first time on a turn or ends its turn there.
Siege Monster. The dragon deals double damage to objects and structures.
ACTIONS
Multiattack. The dragon makes two claw attacks, one of which can be replaced by an Immolate Foe or Fire Blast attack.
Bite. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 75 (7d12 + 20) piercing damage plus 21 (6d6) fire damage and, if the dragon wishes, the target must make a DC 27 Strength throw or be grappled. A Large or smaller creature grappled this way is also restrained.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 51 (7d8 + 20) slashing damage and, if the dragon wishes, the target must make a DC 27 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.
Tail. Melee Weapon Attack: +19 to hit, reach 60 ft., one target. Hit: 48 (7d10 + 20) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 27 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.
Fire Blast. The dragon exhales a ball of fire that streaks to a point of its choice it can see within 200 feet of it, it then explodes into a 15-foot radius ball of flames. Each creature in the area must make DC 27 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.
Immolate Foe. The dragon selects two target it can see within 210 feet of it, which become wrapped in magical flames. The target must make a DC 26 Constitution saving throw, loosing any resistance to fire damage for 1 hour and taking than taking 22 (5d8) fire damage on failed save and half as much damage on a successful one.
Dragon Magic (9/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 26, +18 to hit with attacks) as if they are 9th level spells: continual flame, fireball, fire storm, flaming sphere, heat metal, immolation, incendiary cloud, wall of fire
Charge Breath (Recharge 5-6). The dragon inhales and charges its breath weapon. It must use its Fire Breath before the start of its next turn.
LEGENDARY ACTIONS
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. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Move. The dragon can move half its current speed.
Attack (Cost 2 Actions). The dragon makes one bite, blast, or tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 60 feet of the dragon must succeed on a DC 27 Dexterity saving throw, taking 37 (7d4 + 20) bludgeoning damage and be pushed 20 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed without provoking opportunity attacks.
Fire Breath (Costs 3 Actions). If the dragon has charged its breath weapon, it exhales fire in ten 25-foot-by-25-foot contiguous areas within 200 feet of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 195 (30d12) fire damage and be incapacitated until the end of its next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell in the area ends. If a creature is reduced to 0 hit points by this attack it is burned to ashes and dies.
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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
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