RED DRAGON, YOUNG – 5e stats

Large dragon (chromatic dragon), chaotic evil

Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft.

Proficiency Bonus +4
Proficiency Bonus +7 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
23 (+6)10 (+0)21 (+5)14 (+2)11 (+0)19 (+4)

Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Damage Immunities fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic
Challenge 10 (5,900 XP)

ACTIONS

  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Multiattack (suggested). The dragon makes four attacks.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  • Kick (suggested)Melee Weapon Attack: +10 to hit, reach 10 ft., one target behind the dragon. Hit: 13 (2d6 + 6) slashing damage. The target must succeed on a DC 18 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 18 Constitution saving throw or fall prone.
  • Plummet (suggested)Melee Weapon Attack: +10 to hit, reach 5 ft., one or more targets on the ground. Hit: 17 (2d10 + 6) 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 (+4) 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 18 Constitution saving throw or be pinned under the dragon, taking 17 (2d10 + 6) 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 18 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 18 Dexterity saving throw or be grappled (escape DC 18) 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 13 (2d6 + 6) 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: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. In addition, the target must succeed on a DC 18 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: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.  In addition, the target must succeed on a DC 18 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 18 Strength saving throw or be pushed 10 feet away from the dragon due to the gust of wind produced by the wing buffet.
  • Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

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

Young red dragons are the offspring of adult red dragons, one of the most covetous and aggressive of true dragons. They have a sleek, muscular body covered with scales that range from scarlet to brick red. Their eyes are glowing yellow or orange, and their nostrils emit plumes of smoke. Young red dragons have a pair of large, curved horns that sweep back from their head, and a ridge of spines that runs along their back and tail. Young red dragons are about 16 feet long from nose to tail tip, and weigh about 1,600 pounds.

COMBAT

Young red dragons are fierce and confident fighters, relying on their brute strength and fiery breath to overcome their enemies. They are not very subtle or cunning, preferring to charge headlong into battle and overwhelm their foes with sheer force. Young red dragons have a natural armor that protects them from physical attacks, and they are immune to fire damage and the burned condition. They can attack with their bite and claws, inflicting piercing, slashing, and fire damage. Their most devastating weapon, however, is their fire breath, which they can exhale in a 30-foot cone. Any creature caught in the blast must make a dexterity saving throw or take a large amount of fire damage.

HABITAT / SOCIETY

Young red dragons usually live in warm or hot environments, such as mountains, volcanoes, deserts, or tropical islands. They are solitary creatures, unless they are part of a family group led by an adult red dragon. Young red dragons are loyal to their parents until they reach adulthood, at which point they may challenge them for dominance or leave to find their own territory. Young red dragons are greedy and prideful, hoarding treasure and valuables from their victims. They are also very arrogant and domineering, demanding respect and tribute from other creatures. They can speak common and draconic languages, and often use their intimidation skill to coerce or threaten other creatures.

ECOLOGY

Young red dragons are carnivorous predators, feeding on animals and sometimes humanoids that wander into their domain. They prefer cooked meat, and often use their fire breath to roast their prey before eating it. They have a keen sense of smell and taste, and can detect metal or magic in their food. They also have a preference for dwarf flesh, which they consider a delicacy. Young red dragons have few natural enemies, except for other dragons or adventurers who seek to slay them for their scales or treasure.

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