Size:
Huge
Type:
Dragon
Form:
draconic
Temper:
# App:
± 1, Wild 1, Lair 1d4
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
± 80'
Swim:
Benthic:
Burrow:
Ethereal:
Aliases: Mountain Dragon
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite (2d4)
Circumstance: Combat
1 bite (2d4)
Special
Fire Immunity
Immune to normal fire, and suffer only half damage from magical fire.
Special
Breath Weapon
Fire (Cone)
Environments
mountains
Red dragons ranging from brilliant blood red to dull terracotta, powerfully built with heavy-jawed heads and thick muscular bodies
Mountain dragons are red in color, ranging from the brilliant blood red of a hatchling to the dull terracotta color of an ancient individual. These dragons are powerfully built, with heavy-jawed heads and thick muscular bodies, yet their necks are still long enough to give them the legendary flexibility of a true dragon.
They are cruel monsters, actively seeking to hunt, torment, kill and consume intelligent creatures. They are often said to prefer women and elves, but in truth a mountain dragon will attack almost any creature less powerful than itself.
They are intelligent and self-assured, but also impatient and overconfident. One will often plan strategies in advance and then choose one at random when facing unknown opponents, without regard to whether or not the strategy is likely to work. The sheer power of a mountain dragon is often the only reason one is still alive.
Mountain dragons are immune to normal fire, and suffer only half damage from magical fire.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI (Huge Red Dragon)
Actions/Abilities/Traits: BECMI (Huge Red Dragon)
Action
Up to 6
3-14 or 12-40
Actions/Abilities/Traits: BECMI (Huge Red Dragon)
Actions/Abilities/Traits: BECMI (Large Red Dragon)
Actions/Abilities/Traits: BECMI (Large Red Dragon)
Action
Up to 6
2-11 or 8-36
Actions/Abilities/Traits: BECMI (Large Red Dragon)
Actions/Abilities/Traits: BECMI (Small Red Dragon)
Actions/Abilities/Traits: BECMI (Small Red Dragon)
Action
2 claws/1 bite (ground) or up to 6 (Air)
1-8(x2)/4-32
Actions/Abilities/Traits: BECMI (Small Red Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Red Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Red Dragon)
Attributes
Strength: 27
Dexterity: 10
Constitution: 25
Intelligence: 16
Wisdon: 13
Charisma: 21
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +13
Wisdom: +7
Constitution: +11
Skills
perception: +13
stealth: +6
Offense
Bite
Circumstance: Melee
14 to hit, reach 10 ft., one target. (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Offense
Rend
Circumstance: Melee
14, reach 10 ft. (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Offense
Claw
Circumstance: Melee
14 to hit, reach 5 ft., one target. (2d6 + 8) slashing damage.
Offense
Tail
Circumstance: Melee
14 to hit, reach 15 ft., one target. (2d8 + 8) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Fire Breath {@recharge 5}
dex 21, each creature in a 60-foot Cone [Area of Effect]|Cone. 59 (17d6) Fire damage. Half damage.
Action
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 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.
Action
Fire Breath {@recharge 5}
The dragon exhales fire in a 60-foot cone. Each creature in that area must make a 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Action
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.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
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.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a 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.
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 20, 12 to hit with spell attacks):
Command (level 2 version)
Detect Magic
Scorching Ray
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 20, 12 to hit with spell attacks):
Fireball
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
23
Immunities
Damage Immunities
fire
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
mountain
hill
Adult red dragons are tyrants that claim vast domains and might command armies of followers or significant magical resources. Red dragons rarely pay attention to the nations and claims of smaller creatures, and they might consider entire cities part of their realm. Most red dragons are inattentive rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their liking, whole lands might burn.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Red Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Red Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Red Dragon)
Attributes
Strength: 30
Dexterity: 10
Constitution: 29
Intelligence: 18
Wisdon: 15
Charisma: 23
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +16
Wisdom: +9
Constitution: +13
Skills
perception: +16
stealth: +7
Offense
Bite
Circumstance: Melee
17 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Offense
Rend
Circumstance: Melee
17, reach 15 ft. (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.
Offense
Claw
Circumstance: Melee
17 to hit, reach 10 ft., one target. (2d6 + 10) slashing damage.
Offense
Tail
Circumstance: Melee
17 to hit, reach 20 ft., one target. (2d8 + 10) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Fire Breath {@recharge 5}
dex 24, each creature in a 90-foot Cone [Area of Effect]|Cone. 91 (26d6) Fire damage. Half damage.
Action
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 21 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.
Action
Fire Breath {@recharge 5}
The dragon exhales fire in a 90-foot cone. Each creature in that area must make a 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Action
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.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Fiery Rays
The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 23, 15 to hit with spell attacks):
Command (level 2 version)
Detect Magic
Scorching Ray (level 3 version)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 23, 15 to hit with spell attacks):
Fireball (level 6 version)
Scrying
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
26
Immunities
Damage Immunities
fire
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
mountain
hill
Ancient red dragons number among the most feared and destructive beings in the multiverse. Few can withstand the wrath of an ancient red dragon that turns its mind toward devastation. These dragons' greed matches their ruinous potential, and they collect vast hoards studded with storied treasures and magic items. Their lairs frequently tap into volcanic depths and might pierce other planes of existence, bringing servants from the Elemental Plane of Fire or the Lower Planes into their service.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Red Dragon)
Actions/Abilities/Traits: D&D 5e (Red Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Red Dragon Wyrmling)
Attributes
Strength: 19
Dexterity: 10
Constitution: 17
Intelligence: 12
Wisdon: 11
Charisma: 15
Saving Throws
Saving Throw Bonuses
Dexterity: +2
Consitution: +5
Wisdom: +2
Constitution: +4
Skills
perception: +4
stealth: +2
Offense
Bite
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
Offense
Rend
Circumstance: Melee
6, reach 5 ft. (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage.
Action
Multiattack
The dragon makes two Rend attacks.
Action
Fire Breath {@recharge 5}
The dragon exhales fire in a 15-foot cone. Each creature in that area must make a 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Action
Fire Breath {@recharge 5}
dex 13, each creature in a 15-foot Cone [Area of Effect]|Cone. 24 (7d6) Fire damage. Half damage.
Trait
Passive Perception
14
Immunities
Damage Immunities
fire
Senses
blindsight 10 ft.
darkvision 60 ft.
Languages
Draconic
Environments
hill
mountain
Red dragon wyrmlings are born destroyers. From a young age, they delight in igniting objects and creatures alike. They sometimes restrain themselves from scorching creatures to instead bully others into following their orders and bringing them gifts.
5e Tools
Actions/Abilities/Traits: D&D 5e (Red Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Red Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Red Greatwyrm)
Attributes
Strength: 30
Dexterity: 14
Constitution: 30
Intelligence: 21
Wisdon: 20
Charisma: 26
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +18
Wisdom: +13
Constitution: +16
Skills
intimidation: +16
perception: +21
stealth: +10
Offense
Bite
Circumstance: Melee
18 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Offense
Claw
Circumstance: Melee
18 to hit, reach 10 ft., one target. (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Offense
Tail
Circumstance: Melee
18 to hit, reach 20 ft., one target. (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a 26 Strength saving throw or be knocked prone.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) fire damage. On a successful save, the creature takes half as much damage.
Legendary Action
Attack
The greatwyrm makes one Claw or Tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Legendary Action
Arcane Spear (Costs 3 Actions)
The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Trait
Chromatic Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Trait
Passive Perception
31
Immunities
Damage Immunities
fire
Immunities
Condition Immunities
charmed
frightened
poisoned
Senses
truesight 120 ft.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Red Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Red Dragon)
Actions/Abilities/Traits: D&D 5e (Young Red Dragon)
Attributes
Strength: 23
Dexterity: 10
Constitution: 21
Intelligence: 14
Wisdon: 11
Charisma: 19
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +9
Wisdom: +4
Constitution: +8
Skills
perception: +8
stealth: +4
Offense
Bite
Circumstance: Melee
10 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Offense
Rend
Circumstance: Melee
10, reach 10 ft. (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage.
Offense
Claw
Circumstance: Melee
10 to hit, reach 5 ft., one target. (2d6 + 6) slashing damage.
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Fire Breath {@recharge 5}
dex 17, each creature in a 30-foot Cone [Area of Effect]|Cone. 56 (16d6) Fire damage. Half damage.
Action
Fire Breath {@recharge 5}
The dragon exhales fire in a 30-foot cone. Each creature in that area must make a 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Trait
Passive Perception
18
Immunities
Damage Immunities
fire
Senses
blindsight 30 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
mountain
hill
Young red dragons number among the most unpredictable of their kind. They seek territories rich with treasures and potential followers, raiding, burning, and slaughtering to enforce their will. Unless these dragons meet significant resistance, they cement their power and begin reigns of terror that can last for centuries.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Red Dragon)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
mountains
Action
claw
2 * claw (1d8) or breath
Special
Behaviour
Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.
Action
bite
1 * bite (4d8)] or breath
Special
Pride
Dragons are immensely proud creatures and will always listen to flattery.
Special
Attack pattern
A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
Special
Breath weapon
Can be used up to three times per day. All caught in the area suffer damage equal to the dragon's current hit points (save versus breath for half). Shapes of breath weapon:
Special
Cloud
50' long, 40' wide, 20' high.
Special
Cone
2' wide at the mouth, 30' wide at far end.
Special
Line
5' wide along whole length.
Special
Energy immunity
Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
Special
Language and spells
Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).
Special
Sleeping
The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
Special
Subduing
Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.
Special
Age
The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
Special
Lairs
A dragon's treasure is always kept in its well-hidden lair and is seldom unguarded.
Special
Breath weapon
90' long cone of fire.
Special
Language and spells
50%; 3 * 1st level, 3 * 2nd level, 3 * 3rd level.
Special
Sleeping
10%.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
mountains
Offense
3 Attacks
Circumstance: Combat
1d8/1d8/3d10
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Treasure
Treasure: (For a typical individual) 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep (40%), 1d6×10,000 gp (55%), 5d10×100 pp (25%), 1d100 gems (50%), 1d4×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%), 2d4 potions (40%), 1d4 scrolls (50%)
Special
Spellcasting
If a red dragon can cast spells, it will do so as a magic user equal to its age category. Thus a red dragon with 6 hit points per die can cast spells as if it were a 6th level magic user. Owing to the magical nature of the creature, it does not require somatic (hand gestures) or material components to its spells—it need only speak the incantation.
Special
Breath Weapon
Red dragon breath is a cone of flame, 90-ft long and 15-ft radius at the base, emanating from the mouth of the creature. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day.
The archetypal red dragon is Smaug from "The Hobbit"
The archetypal red dragon is Smaug from "The Hobbit."
Red dragons usually (80%) speak, sometimes (40%) cast magic, and will sometimes (20%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e (Adult Red Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Adult Red Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 35; 4th suggestion; Cantrips (6th) detect magic, read aura
Ability
Attack of Opportunity
Jaws only.
Ability
Breath Weapon
(arcane, evocation, fire) The dragon breathes a blast of flame that deals 15d6 fire damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one wing Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Dragon Heat
(arcane, aura, evocation, fire); 5 feet, 3d6 fire damage (DC 30 basic Reflex)
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 33
Ability
Smoke Vision
Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke.
Offense
Melee
Circumstance: combat round (melee)
jaws +29 [+24/+19] (fire, magical, reach 15 feet), Damage 3d12+15 piercing plus 2d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Common
Draconic
Dwarven
Orcish
Perception
darkvision
scent (imprecise) 60 feet
smoke vision
Weakness
cold 15
Actions/Abilities/Traits: Pathfinder 2e (Adult Red Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Red Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Red Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 42; 8th wall of fire (at will); 4th suggestion (at will); Cantrips (9th) detect magic, read aura
Ability
Attack of Opportunity
Jaws only.
Ability
Breath Weapon
(arcane, evocation, fire) The dragon breathes a blast of flame that deals 20d6 fire damage in a 60-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one wing Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Dragon Heat
(arcane, aura, evocation, fire); 10 feet, 4d6 fire damage (DC 39 basic Reflex)
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 40
Ability
Manipulate Flames
(arcane, concentrate, transmutation) The red dragon attempts to take control of a magical fire or a fire spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +32), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having Sustained the Spell with this action (if applicable). The dragon can choose to end the spell instead of taking control, if it chooses.
Ability
Redirect Fire
Circumstance: Trigger: A creature within 100 feet casts a fire spell, or a fire
The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.
Ability
Smoke Vision
Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke.
Offense
Melee
Circumstance: combat round (melee)
jaws +37 [+32/+27] (fire, magical, reach 20 feet), Damage 4d10+17 piercing plus 3d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Abyssal
Common
Draconic
Dwarven
Jotun
Orcish
Perception
darkvision
scent (imprecise) 60 feet
smoke vision
Weakness
cold 20
Actions/Abilities/Traits: Pathfinder 2e (Ancient Red Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Red Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Red Dragon)
Ability
Arcane Innate Spells
DC 27; Cantrips (4th) detect magic, read aura
Ability
Attack of Opportunity
Jaws only.
Ability
Breath Weapon
(arcane, evocation, fire) The dragon breathes a blast of flame that deals 11d6 fire damage in a 40-foot cone (DC 30 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one wing Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 27
Ability
Smoke Vision
Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke.
Offense
Melee
Circumstance: combat round (melee)
jaws +23 [+18/+13] (fire, reach 10 feet), Damage 2d12+12 piercing plus 2d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Common
Draconic
Perception
darkvision
scent (imprecise) 60 feet
smoke vision
Weakness
cold 10
Actions/Abilities/Traits: Pathfinder 2e (Young Red Dragon)
A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock cover its long body.
5e SRD
Red dragons ranging from brilliant blood red to dull terracotta, powerfully built with heavy-jawed heads and thick muscular bodies
Mountain dragons are red in color, ranging from the brilliant blood red of a hatchling to the dull terracotta color of an ancient individual. These dragons are powerfully built, with heavy-jawed heads and thick muscular bodies, yet their necks are still long enough to give them the legendary flexibility of a true dragon.
They are cruel monsters, actively seeking to hunt, torment, kill and consume intelligent creatures. They are often said to prefer women and elves, but in truth a mountain dragon will attack almost any creature less powerful than itself.
They are intelligent and self-assured, but also impatient and overconfident. One will often plan strategies in advance and then choose one at random when facing unknown opponents, without regard to whether or not the strategy is likely to work. The sheer power of a mountain dragon is often the only reason one is still alive.
Mountain dragons are immune to normal fire, and suffer only half damage from magical fire.
Basic Fantasy Role-Playing Game
A proud, ancient race of gigantic, carnivorous, winged reptiles. There are many subspecies of dragon, many of which are distinguished by the colour of their scales. All dragons are egg-layers and hoard treasure in their lairs, far from areas of human civilisation.
OSE
The archetypal red dragon is Smaug from "The Hobbit"
The archetypal red dragon is Smaug from "The Hobbit."
Red dragons usually (80%) speak, sometimes (40%) cast magic, and will sometimes (20%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
OSRIC