Dragon, Red

Classic monster from European heraldry and dungeons and dragon.

Fire-breathing mountain dragon. Titanic strength, arrogant intelligence, overconfident charisma. A huge carnivorous beast.

Imagine a strong looking dragon, with crimson scales, yellow belly and fearsome horns. It loves to display its superiority in everything.



Red Dragon

 
Hit Points: 60 Armor: 3
Hit it: normal Dodge it: normal
Movement: fly fast, run fast Size: huge
→ How to read monster stats

It is immune to fire. It resists all effects that require a saving throw. Also, at the beginning of its turn, each creature within sight of it must save vs fear or be frightened until the dragon’s next turn.

Out of combat, it can cast Pyroclastic, Geomantic, and Binding magic.

Attacks (3/round)

Bite. The dragon makes a melee attack, inflicting physical (1D8) and fire (1D8) damage and grappling the target.

Rake. The dragon makes two melee attacks (1D8) against one adjacent target.

Tail Sweep. Everybody directly behind the dragon must dodge or be pushed back, knocked prone and take damage (1D8).

Smell. The dragon detects all creatures near it.

Spellcasting. Conjure Fire Elemental, Fire Bane, Geas, Staggering Smite, Wall of Fire.

Fire Breath (recharge 2/6). The dragon inhales. At the beginning of its next turn, it exhales a long cone of fire instead of making attacks.

Each creature in the area must dodge or take fire damage (5D8), halved on a success. Also on a failure, one non-magical weapon or armor of the target is destroyed, their choice.



Wyrmling

Stats
 
Hit Points: 18 Armor: 2
Hit it: normal Dodge it: normal
Movement: fly fast, run normal Size: medium
→ How to read monster stats

It is immune to fire. It resists all effects that require a saving throw.

Attacks (1/round)

Bite. The dragon makes a melee attack, inflicting physical (1D6) and fire (1D4) damage and grappling the target.

Rake. The dragon makes two melee attacks (1D6) against one adjacent target.

Smell. The dragon detects all creatures near it.

Fire Breath (recharge 2/6). The dragon inhales. At the beginning of its next turn, it exhales a short cone of fire instead of making attacks.

Each creature in the area must dodge or take fire damage (5D4), halved on a success. Also on a failure, one non-magical weapon or armor of the target is destroyed, their choice.


Young

Stats
 
Hit Points: 39 Armor: 3
Hit it: normal Dodge it: normal
Movement: fly fast, run normal Size: large
→ How to read monster stats

It is immune to fire. It resists all effects that require a saving throw.

Out of combat, it can cast Pyroclastic, Geomantic, and Binding magic.

Attacks (2/round)

Bite. The dragon makes a melee attack, inflicting physical (1D6) and fire (1D6) damage and grappling the target.

Rake. The dragon makes two melee attacks (1D6) against one adjacent target.

Tail Sweep. Everybody directly behind the dragon must dodge or be pushed back, knocked prone and take damage (1D6).

Smell. The dragon detects all creatures near it.

Spellcasting. Conjure Fire Elemental, Fire Bane, Staggering Smite, Wall of Fire.

Fire Breath (recharge 2/6). The dragon inhales. At the beginning of its next turn, it exhales a cone of fire instead of making attacks.

Each creature in the area must dodge or take fire damage (5D6), halved on a success. Also on a failure, one non-magical weapon or armor of the target is destroyed, their choice.


Ancient

Stats
 
Hit Points: 90 Armor: 3
Hit it: normal Dodge it: normal
Movement: fly fast, run normal Size: huge
→ How to read monster stats

It is immune to fire. It resists all effects that require a saving throw. Also, at the beginning of its turn, each creature within sight of it must save vs fear or be frightened until the dragon’s next turn. Out of combat, it can cast Pyroclastic, Geomantic, and Binding magic.

The dragon’s wings leave a trail of scalding volcanic ash as it moves. When the dragon moves, three creatures on or under its path must dodge or take fire damage (2D10).

Attacks (3/round)

Bite. The dragon makes a melee attack, inflicting physical (1D10) and fire (1D10) damage and grappling the target.

Stomp. The dragon stomps two targets adjacent to each other. They take damage (1D10) if they fail to dodge. This attack does double damage to objects.

Tail Sweep. Everybody directly behind the dragon must dodge or be pushed back, knocked prone and take damage (1D10).

Swallow. The dragon throws one grappled target into the air and swallows it if it fails to dodge it. The swallowed creature is blinded, can’t breathe and takes fire damage (1D10) at the beginning of each of its turns.

Smell. The dragon detects all creatures near it.

Spellcasting. Conjure Fire Elemental, Fire Bane, Forbiddance, Geas, Staggering Smite, Wall of Fire.

Fire Breath (recharge 2/6). The dragon inhales. At the beginning of its next turn, it exhales a huge cone of fire instead of making attacks.

Each creature in the area must dodge or take fire damage (5D10), halved on a success. Also on a failure, one non-magical weapon or armor of the target is destroyed, their choice.


Encounter

Number : 1 Lair : A menacing cave strongly smelling like sulfur.
Desire : Being worshiped like a god.

Non-wyrmlings dragons have the following additional attack options when in their lair (using the same dice as their rake/stomp attack):

Lava Eruption: The earth cracks at one point the dragon can see, creating a 20’ high, 10’ wide geyser of magma. Creatures in the area must dodge or take fire damage (2Dx).

Earthquake: Each creature on the ground within sight of the dragon must make a save or be knocked prone.

Volcanic Fissures: A fissure opens between two points and bursts with toxic volcanic gas. Creatures over the vent must save or be poisoned until the end of their next turn. The vents have 1/4 chance to be exhausted each turn.

Loot It

Dragon scales make amazing armor, and their flames forge the best weapons. Most iconically, dragons have huge hoards. Roll 10 times :

  1. Enough gold coins to fill a bag.
  2. Enough silver coins to fill a bag.
  3. Enough gems to fill a bag.
  4. The crown of a kingdom.
  5. A spellbook.
  6. A magical weapon.

If you have access to an artisan and a workshop, you can spend loot between two adventures to create something with parts of the beast. The object you craft can be anything mostly made of the provided materials. It will have the value of what you invest in it. Discuss what you want with the referee.

Written on November 14, 2020