RED DRAGON, ANCIENT 5e stats

Gargantuan dragon (chromatic dragon), chaotic evil

Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., climb 40 ft., fly 80 ft

Proficiency Bonus +7
Proficiency Bonus +12 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
30 (+10)10 (+0)29 (+9)18 (+4)15 (+2)23 (+6)

Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Perception +16, Stealth +7
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic
Challenge 24 (36,500 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Multiattack (suggested). The dragon can use its Frightful Presence. It then makes four attacks.
  • Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 23 (4d6 + 9) fire damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 17 (2d6 + 10) slashing damage.
  • Kick (suggested)Melee Weapon Attack: +17 to hit, reach 15 ft., one target behind the dragon. Hit: 19 (2d8 + 10) slashing damage. The target must succeed on a DC 25 Dexterity saving throw or be kicked back 20 feet. If the target is kicked back, it must succeed on a DC 25 Constitution saving throw or fall prone.
  • Plummet (suggested)Melee Weapon Attack: +17 to hit, reach 5 ft., one or more targets on the ground. Hit: 21 (2d10 + 10) bludgeoning damage. The dragon can use this attack only if it is flying or jumping and descends at least 30 feet straight toward the target. The dragon can target a number of creatures equal to its proficiency bonus (+7) that are in a 15-foot radius of where it lands. The dragon makes a separate attack roll for each target. The target must succeed on a DC 24 Constitution saving throw or be pinned under the dragon, taking 21 (2d10 + 10) bludgeoning damage at the start of each of the dragon’s turns until the dragon moves or the target escapes. The target can use its action to make a DC 24 Strength check, ending the effect on itself on a success. The dragon can’t use its breath weapon or wing attack on the same turn as this attack.
  • Snatch (suggested). When the dragon flies at least 20 feet straight toward a creature that is two or more size categories smaller than itself and then hits it with a claw attack on the same turn, the dragon can use its bonus action to try to snatch the creature. The target must succeed on a DC 25 Dexterity saving throw or be grappled (escape DC 25) by the dragon and lifted into the air. While grappled in this way, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The dragon can only snatch one creature at a time. At the start of each of the dragon’s turns, it can choose to squeeze the snatched creature, dealing 19 (2d8 + 10) slashing damage to it. Alternatively, the dragon can make an attack roll against the snatched creature to transfer it to its mouth. On a hit, the creature is no longer grappled by the claw, but by the bite. On a miss, the creature falls and takes falling damage as normal.
  • Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. In addition, the target must succeed on a DC 25 Constitution saving throw or be stunned until the end of the dragon’s next turn. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn.
  • Wing Buffet (suggested)Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.  In addition, the target must succeed on a DC 25 Dexterity saving throw or be knocked prone. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn. Each creature in the area must succeed on a DC 25 Strength saving throw or be pushed 20 feet away from the dragon due to the gust of wind produced by the wing buffet.
  • 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 DC 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.
  • Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes an additional attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeon ing damage and be knocked prone. The dragon can then fly up to half its flying speed.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

The Ancient Red Dragon is one of the most fearsome and powerful creatures in the world of Dungeons & Dragons. It is a gargantuan beast with a massive wingspan, a long tail, and a horned head that spews fire. Its scales are a deep crimson color, and its eyes glow with malice and intelligence. Its snout constantly emits smoke, and its roar can shake the mountains.

The Ancient Red Dragon is a chromatic dragon, meaning it is evil and driven by greed, pride, and wrath. It hoards vast treasures in its lair, and will stop at nothing to protect them from intruders. It is also extremely cunning and manipulative, often using its charm and charisma to bend lesser creatures to its will. It views itself as the rightful ruler of all it surveys, and will not tolerate any challenge to its authority.

COMBAT

The Ancient Red Dragon is a formidable opponent in combat, capable of unleashing devastating attacks with its bite, claws, tail, and wings. It can also use its frightful presence to instill terror in its enemies, making them flee or cower in fear. But its most deadly weapon is its fire breath, which it can exhale in a wide cone that incinerates everything in its path. Few creatures can survive the scorching flames of an Ancient Red Dragon’s breath.

The Ancient Red Dragon is also adept at using its environment to its advantage, choosing lairs that are filled with volcanic or geothermal hazards that hinder intruders and enhance its own power. It can also fly high above the ground, raining fire from the sky or swooping down to snatch prey with its talons. It is not easily surprised or outsmarted, as it has centuries of experience and knowledge to draw upon. It can also use its legendary resistance to shrug off spells or effects that would otherwise harm it.

HABITAT / SOCIETY

The Ancient Red Dragon prefers to lair in high mountains or hills, where it can survey its domain from a lofty perch. It often dwells in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. It seeks out caves with volcanic or geothermal activity, as it enjoys the heat and the sulfuric smell. It also likes to decorate its lair with the bones and trophies of its slain enemies, as well as piles of gold and jewels that reflect its fiery nature.

The Ancient Red Dragon is a solitary creature, rarely associating with other dragons or creatures of its own kind. It considers itself superior to all other beings, and will only tolerate those who serve it faithfully or offer it tribute. It may sometimes ally itself with other powerful evil creatures, such as demons, devils, or liches, but only for mutual benefit or common goals. It may also take interest in humanoids who show exceptional courage, skill, or cunning, and may offer them a place in its service or a chance to prove themselves worthy of its respect.

ECOLOGY

The Ancient Red Dragon is a force of nature that shapes the land around it with its presence and magic. Its lair becomes a hotspot of seismic activity, causing frequent earthquakes and eruptions that alter the terrain and create new hazards. The water sources near its lair become warm and tainted by sulfur, making them unfit for drinking or irrigation. The vegetation and wildlife near its lair also suffer from the dragon’s influence, becoming scorched, twisted, or mutated by the intense heat and radiation.

The Ancient Red Dragon is an apex predator that feeds on large animals such as mammoths, giants, or dragons. It can also consume smaller creatures such as humans, elves, or dwarves, but only as snacks or trophies. It has a voracious appetite for gold and gems, which it believes enhance its power and prestige. It will often raid nearby settlements or caravans to plunder their wealth and add it to its hoard. It may also demand tribute from those who live near its territory, threatening them with destruction if they refuse.

Red Dragon is employed as material component to empower the following spells: