“Inferno Sovereign: Master of Flame and Greed – The Red Dragon Unleashed”
A towering tyrant of flame and greed, whose molten breath and boundless arrogance can turn kingdoms to ash.

The Red Dragon stands as the pinnacle of draconic power and fury—an apex predator of fire and domination whose molten scales, volcanic lairs, and insatiable hunger for gold and glory make it the most feared of all dragonkind.
Appearance
Red Dragons are colossal, regal, and terrifyingly beautiful. Their scales shimmer like pools of molten iron or fresh blood in sunlight, while ridged horns sweep back from a crown of jagged spines that trail down the neck and tail. Their vast wings are dark and leathery, the edges singed black as though scorched by their own heat. Smoke and embers curl constantly from their nostrils, and their eyes blaze with volcanic intensity—twin furnaces of fury and greed.
Behaviour
Proud, wrathful, and fiercely intelligent, Red Dragons rule through domination and terror. They demand tribute from lesser creatures and annihilate those who dare resist. Every action is calculated to reinforce their superiority, whether through grand displays of destruction or subtle manipulations. Quick to anger and slow to forgive, they are living embodiments of pride turned to flame.
Habitat
Red Dragons dwell in places as violent and magnificent as themselves—volcanic mountains, scorched wastelands, and molten caverns where rivers of magma flow like veins of fire. Their territories are vast, desolate, and unmistakably marked by their presence: forests reduced to ash, mountains blackened, skies hazed with smoke. Even after centuries, the land bears their scars.
Modus Operandi
In battle, Red Dragons are devastatingly theatrical. They strike from above in a storm of fire, using their flame breath to scatter armies before diving to crush survivors beneath claws and fangs. They revel in fear, often prolonging the suffering of their prey to savor the spectacle of destruction. When diplomacy serves their pride, they wield intimidation and charisma like weapons, twisting words as deftly as talons.
Motivation
A Red Dragon’s heart burns with an insatiable hunger for power, wealth, and recognition. Their hoards are more than treasure—they are monuments to their supremacy. Every conquest, every glittering coin, and every fallen foe feeds their eternal need to be worshiped, feared, and remembered as the true rulers of the world’s fire and ruin.
Red Dragon Wyrmling
Red Dragon Young
Red Dragon Adult
Red Dragon Ancient
Red Dragon, Pathfinder
Red Dragon, Young

Rising tyrant of fire and greed, its molten breath and merciless pride scorch the lands it claims.
Large Dragon (Fire), Chaotic Evil
Armor Class: 18 (natural armor)
Hit Points: 178 (17d10 + 85)
Speed: 40 ft., fly 80 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) |
Saving Throws: Dex +3, Con +9, Wis +4, Cha +6
Skills: Perception +7, Stealth +3
Damage Immunities: Fire
Senses: Blindsight 10 ft., Darkvision 120 ft., Passive Perception 17
Languages: Draconic
Challenge: 10 (5,900 XP)
Proficiency Bonus: +4
Traits
Heated Scales.
When a creature touches the dragon or hits it with a melee attack while within 5 feet, that creature takes 7 (2d6) fire damage.
Fiery Presence (Recharges after a Short or Long Rest).
As a bonus action, the dragon can flare its wings and roar. Each creature of its choice within 30 feet must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn.
Legendary Resistance (1/Day).
If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 6) bludgeoning damage.
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 63 (18d6) fire damage on a failed save, or half as much on a successful one.
Bonus Actions
Scorching Dive (Recharge 6).
If flying, the dragon can dive up to 40 feet toward a creature and make a bite attack at advantage. On a hit, the target also takes 10 (3d6) fire damage.
Reactions
Molten Retaliation.
When the dragon takes damage from a melee attack within 5 feet, it can use its reaction to release a burst of heat. The attacker must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a success.
Tactics
A Young Red Dragon is bold and cunning. It often begins combat from above, using Fire Breath to scatter foes, then isolates and harasses key targets with claws and tail attacks. It exploits its mobility to stay out of reach when injured, using hit-and-run tactics. Frightened enemies are manipulated and punished, and the dragon adapts its approach based on the relative strength of its opponents.
Lair and Behavior
Even at a young age, this Red Dragon claims territory—typically a volcanic mountain or lava-flowing canyon. Its lair is marked by scorched earth, blackened bones, and its fledgling hoard. While smaller than an adult, it exhibits the same pride, cunning, and obsession with treasure, asserting dominion over all who dare enter its domain.
Role
- Encounter Type: Mid-level threat; suitable for parties around levels 7–10.
- Combat Role: Skirmisher and ambusher; uses Fire Breath to weaken groups, isolates key targets with mobility and melee attacks.
- Challenge Function: Introduces more complex dragon mechanics, including legendary resistances and heightened intimidation effects.
Lore
- Young Red Dragons are emerging tyrants, refining the arrogance and cruelty seen in wyrmlings.
- Territorial instincts grow stronger; lairs expand to larger volcanic or canyon regions.
- Hoards are more organized; treasure collection begins to symbolize power and dominance.
- These dragons start experimenting with tactics, manipulating foes and allies alike to assert early dominance.
Red Dragon, Adult

The pinnacle of fire and tyranny, its molten scales and volcanic wrath can reduce armies and kingdoms alike to ash.
Huge Dragon (Fire), Chaotic Evil
Armor Class: 19 (natural armor)
Hit Points: 256 (19d12 + 133)
Speed: 40 ft., fly 80 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) |
Saving Throws: Dex +6, Con +13, Wis +8, Cha +10
Skills: Perception +14, Stealth +6
Damage Immunities: Fire
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages: Draconic
Challenge: 17 (18,000 XP)
Proficiency Bonus: +6
Traits
Heated Scales.
When a creature touches the dragon or hits it with a melee attack while within 10 feet, that creature takes 10 (3d6) fire damage.
Fiery Presence (Recharges after a Short or Long Rest).
As a bonus action, the dragon can flare its wings and roar. Each creature of its choice within 30 feet must succeed on a DC 19 Wisdom saving throw or become frightened until the end of its next turn.
Legendary Resistance (3/Day).
If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting (Draconic Flame).
The dragon’s innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells innately, requiring no material components:
- At will: Detect Magic, Light
- 3/day each: Burning Hands (4th-level), Absorb Elements
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 8) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 8) bludgeoning damage.
Fire Breath (Recharge 5–6).
The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and it can only be used at the end of another creature’s turn.
- Detect. The dragon makes a Wisdom (Perception) check.
- Tail Attack. The dragon makes a tail attack.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. must succeed on a DC 21 Strength saving throw or be knocked prone. The dragon can fly up to half its flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects:
- Magma Flow. Streams of molten lava erupt from the ground in a 20-foot line that is 5 feet wide. Each creature in the line must make a DC 19 Dexterity saving throw or take 22 (5d8) fire damage and move half speed until the end of its next turn.
- Sulfurous Haze. A cloud of choking smoke fills a 30-foot radius centered on a point in the lair. The area becomes heavily obscured until the end of the dragon’s next turn.
- Earth Tremor. The ground shakes violently. Each creature within 30 feet must succeed on a DC 19 Dexterity saving throw or fall prone.
Tactics
An Adult Red Dragon is calculating, arrogant, and devastating in combat. It opens encounters by using its Fire Breath to weaken clustered enemies, then isolates powerful targets for melee assault. It positions itself in elevated or open terrain to maximize mobility and intimidation. The dragon uses legendary actions and lair effects to control the battlefield, often forcing weaker foes into traps of fire or lava while focusing on the most threatening adversaries.
Lair and Behavior
Adult Red Dragons dominate volcanic mountains, scorched canyons, and molten fortresses. Their lairs are enormous, containing vast treasure hoards and architectural ruins melted into molten formations. They obsessively guard wealth, manipulate weaker creatures to serve their needs, and leave scorched devastation as a warning to intruders. Even alone, an adult Red Dragon exudes the aura of absolute power, terrorizing any who approach its domain.
Role
- Encounter Type: High-level threat; suitable for parties around levels 11–16.
- Combat Role: Battlefield controller; uses Fire Breath, legendary actions, and lair effects to dictate the flow of combat.
- Challenge Function: Tests party strategy, resource management, and positioning, forcing tactical decision-making.
Lore
- Adults are formidable rulers of fire, commanding vast territories and larger treasure hoards.
- Highly intelligent and arrogant; they manipulate weaker creatures and rival dragons to maintain dominion.
- Their lairs are monumental, often reshaping surrounding landscapes with heat, lava, and destruction.
- Every action reinforces their status as apex predators and feared monarchs of their domain.
Red Dragon

Red dragons are the most covetous of all dragons, forever seeking to increase their treasure hoards. They are exceptionally vain, which is reflected in their proud bearing and disdainful expression.
The small scales of a wyrmling red dragon are a bright glossy scarlet, making the dragon easily spotted by predators and hunters, so it stays underground and does not venture outside until it is more able to take care of itself.
Toward the end of young age, the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and as strong as metal. The neck frill and wings are an ash blue or purple-gray toward the edges, becoming darker with age. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, 3E Player’s Handbook, Monstrous Compendium Volume 1, 1E Monster Manual 1, Companion Boxed
- Dragon (Fire)
- Environment: Warm mountains
- Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
- Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
- Treasure: Triple standard
- Alignment: Always chaotic evil
- Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD Level Adjustment: Wyrmling +4; very young +5; young +6; others –
| Red Dragons by Age | |||||||||||||||
| Age | Size | Hit Dice (hp) | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | Base Attack/Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC |
| Wyrmling | M | 7d12+14 (59) | 17 | 10 | 15 | 10 | 11 | 10 | +7/+10 | +10 | +7 | +5 | +5 | 2d10 (15) | – |
| Very young | L | 10d12+30 (95) | 21 | 10 | 17 | 12 | 13 | 12 | +10/+19 | +14 | +10 | +7 | +8 | 4d10 (18) | – |
| Young | L | 13d12+39 (123) | 25 | 10 | 17 | 12 | 13 | 12 | +13/+24 | +19 | +11 | +8 | +9 | 6d10 (19) | – |
| Juvenile | L | 16d12+64 (168) | 29 | 10 | 19 | 14 | 15 | 14 | +16/+29 | +24 | +14 | +10 | +12 | 8d10 (22) | – |
| Young adult | H | 19d12+95 (218) | 31 | 10 | 21 | 14 | 15 | 14 | +19/+37 | +27 | +16 | +11 | +13 | 10d10 (24) | 21 |
| Adult | H | 22d12+110 (253) | 33 | 10 | 21 | 16 | 19 | 16 | +22/+41 | +31 | +18 | +13 | +17 | 12d10 (26) | 24 |
| Mature adult | H | 25d12+150 (312) | 33 | 10 | 23 | 18 | 19 | 18 | +25/+44 | +34 | +20 | +14 | +18 | 14d10 (28) | 26 |
| Old | G | 28d12+196 (378) | 35 | 10 | 25 | 20 | 21 | 20 | +28/+52 | +36 | +23 | +16 | +21 | 16d10 (31) | 29 |
| Very old | G | 31d12+248 (449) | 37 | 10 | 27 | 22 | 23 | 22 | +31/+56 | +40 | +25 | +17 | +23 | 18d10 (33) | 31 |
| Ancient | G | 34d12+306 (527) | 39 | 10 | 29 | 24 | 25 | 24 | +34/+60 | +44 | +28 | +19 | +26 | 20d10 (36) | 34 |
| Wyrm | G | 37d12+370 (610) | 41 | 10 | 31 | 24 | 25 | 24 | +37/+64 | +48 | +30 | +20 | +27 | 22d10 (38) | 35 |
| Great wyrm | C | 40d12+400 (660) | 45 | 10 | 31 | 26 | 27 | 26 | +40/+73 | +49 | +32 | +22 | +30 | 24d10 (40) | 38 |
| Red Dragon Abilities by Age | ||||||
| Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR |
| Wyrmling | 40 ft., Fly 150 ft. (poor) | +0 | 16 (+6 natural), touch 10, flat-footed 16 | Immunity to fire, vulnerability to cold | – | – |
| Very young | 40 ft., Fly 150 ft. (poor) | +0 | 18 (-1 size, +9 natural), touch 9, flat-footed 18 | – | – | |
| Young | 40 ft., Fly 150 ft. (poor) | +0 | 21 (-1 size, +12 natural), touch 9, flat-footed 21 | 1st | – | |
| Juvenile | 40 ft., Fly 150 ft. (poor) | +0 | 24 (-1 size, +15 natural), touch 9, flat-footed 24 | locate object | 3rd | – |
| Young adult | 40 ft., Fly 150 ft. (poor) | +0 | 26 (-2 size, +18 natural), touch 8, flat-footed 26 | DR 5/magic | 5th | 19 |
| Adult | 40 ft., Fly 150 ft. (poor) | +0 | 29 (-2 size, +21 natural), touch 8, flat-footed 29 | 7th | 21 | |
| Mature adult | 40 ft., Fly 150 ft. (poor) | +0 | 32 (-2 size, +24 natural), touch 8, flat-footed 32 | DR 10/magic | 9th | 23 |
| Old | 40 ft., Fly 200 ft. (clumsy) | +0 | 33 (-4 size, +27 natural), touch 6, flat-footed 33 | suggestion | 11th | 24 |
| Very old | 40 ft., Fly 200 ft. (clumsy) | +0 | 36 (-4 size, +30 natural), touch 6, flat-footed 36 | DR 15/magic | 13th | 26 |
| Ancient | 40 ft., Fly 200 ft. (clumsy) | +0 | 39 (-4 size, +33 natural), touch 6, flat-footed 39 | find the path | 15th | 28 |
| Wyrm | 40 ft., Fly 200 ft. (clumsy) | +0 | 42 (-4 size, +36 natural), touch 6, flat-footed 42 | DR 20/magic | 17th | 30 |
| Great wyrm | 40 ft., Fly 200 ft. (clumsy) | +0 | 41 (-8 size, +39 natural), touch 2, flat-footed 41 | discern location | 19th | 32 |
*Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Combat
Because red dragons are so confident, they seldom pause to Appraise an adversary. On spotting a target, they make a snap decision whether to attack, using one of many strategies worked out ahead of time. A red dragon lands to attack small, weak creatures with its claws and bite rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying.
Breath Weapon (Su): A red dragon has one type of breath weapon, a cone of fire.
locate object (Sp): A juvenile or older red dragon can use this ability as the spell of the same name, once per day per age category.
Other Spell-Like Abilities: 3/day-suggestion (old or older);
1/day-find the path (ancient or older), discern location (great wyrm).
Skills: Appraise, Bluff, and Jump are considered class skills for red dragons.
Red Dragon, Ancient

The ultimate monarch of flame and terror, its molten scales and volcanic fury can reduce entire kingdoms to ash.
Gargantuan Dragon (Fire), Chaotic Evil
Armor Class: 22 (natural armor)
Hit Points: 546 (28d20 + 252)
Speed: 40 ft., fly 80 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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: Draconic
Challenge: 24 (62,000 XP)
Proficiency Bonus: +7
Traits
Heated Scales.
When a creature touches the dragon or hits it with a melee attack while within 10 feet, that creature takes 14 (4d6) fire damage.
Fiery Presence (Recharges after a Short or Long Rest).
As a bonus action, the dragon can flare its wings and roar. Each creature of its choice within 60 feet must succeed on a DC 22 Wisdom saving throw or become frightened until the end of its next turn.
Legendary Resistance (3/Day).
If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting (Draconic Flame).
The dragon’s innate spellcasting ability is Charisma (spell save DC 22). It can cast the following spells innately, requiring no material components:
- At will: Detect Magic, Light
- 3/day each: Burning Hands (6th-level), Absorb Elements
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (2d12 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (2d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (2d10 + 10) bludgeoning damage.
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 on a successful one.
Frightful Presence.
Each creature of the dragon’s choice within 120 feet and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and it can only be used at the end of another creature’s turn.
- Detect. The Ancient Red Dragon makes a Wisdom (Perception) check.
- Tail Attack. The Ancient Red Dragon makes a tail attack.
- Wing Attack (Costs 2 Actions). The Ancient Red Dragon beats its wings. Each creature within 20 ft. must succeed on a DC 25 Strength saving throw or be knocked prone. The dragon can fly up to half its flying speed.
- Fire Burst (Costs 3 Actions). The Ancient Red Dragon exhales a 30-foot line of fire (5 ft. wide). Each creature in that line must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half on a success.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects:
- Magma Eruption. Streams of molten lava erupt from the ground in a 40-foot line that is 10 feet wide. Each creature in the line must make a DC 24 Dexterity saving throw or take 45 (10d8) fire damage and move half speed until the end of its next turn.
- Sulfurous Haze. A cloud of choking smoke fills a 60-foot radius centered on a point in the lair. The area becomes heavily obscured until the end of the dragon’s next turn.
- Earth Tremor. The ground shakes violently. Each creature within 60 feet must succeed on a DC 24 Dexterity saving throw or fall prone.
Tactics
An Ancient Red Dragon is ruthlessly intelligent, patient, and supremely arrogant. It begins combat by assessing threats and using Fire Breath to weaken groups of enemies. It controls the battlefield with legendary actions and lair effects, isolating and eliminating the most dangerous targets first. Frightful Presence and Fiery Presence are used to sow terror, and the dragon prefers to fight on terrain that amplifies its mobility and fiery power.
Lair and Behavior
Ancient Red Dragons rule volcanic peaks, magma-filled chasms, and molten fortresses. Their lairs are monumental, with treasure hoards vast enough to rival entire kingdoms. The land around their domains is scarred for miles, blackened and molten, as a testament to their supremacy. They obsessively guard treasure, manipulate weaker creatures, and assert dominion with unmatched arrogance, leaving scorched devastation as a warning to all intruders.
Role
- Encounter Type: Epic-level threat; suitable for parties level 17+.
- Combat Role: Supreme battlefield controller; combines Fire Breath, Frightful Presence, legendary actions, and lair effects to dominate the field.
- Challenge Function: Endgame dragon encounter; tests entire party cohesion, spell management, and tactics at the highest stakes.
Lore
- Ancient Red Dragons are embodiments of draconic tyranny, feared across kingdoms.
- Lairs are vast volcanic fortresses containing treasure hoards rivaling entire civilizations.
- They wield unmatched intelligence, cruelty, and political influence over other dragons and humanoids.
- Their very presence warps the land and the behavior of those nearby, leaving a legacy of scorched devastation and eternal fear.
Red Dragon Wyrmling

Young tyrant of flame and fury, a molten-scaled predator destined to rule by fire.
Medium Dragon (Fire), Chaotic Evil
Armor Class: 17 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 30 ft., fly 60 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 10 (+0) | 11 (+0) | 15 (+2) |
Saving Throws: Dex +2, Con +5, Wis +2, Cha +4
Skills: Perception +4, Stealth +2
Damage Immunities: Fire
Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages: Draconic
Challenge: 4 (1,100 XP)
Proficiency Bonus: +2
Traits
Heated Scales.
When a creature touches the wyrmling or hits it with a melee attack while within 5 feet, that creature takes 3 (1d6) fire damage.
Fiery Presence (Recharges after a Short or Long Rest).
As a bonus action, the wyrmling can flare its wings and roar. Each creature of its choice within 15 feet must succeed on a DC 12 Wisdom saving throw or become frightened until the end of its next turn.
Innate Spellcasting (Draconic Flame).
The wyrmling’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
- 1/day each: Burning Hands, Absorb Elements (self only)
Actions
Multiattack.
The wyrmling makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Fire Breath (Recharge 5–6).
The wyrmling exhales fire in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much on a successful one.
Bonus Actions
Scorching Dive (Recharge 6).
If flying, the wyrmling can dive up to 30 feet toward a creature and make a bite attack at advantage. On a hit, the target also takes 5 (2d4) fire damage.
Reactions
Molten Retaliation.
When the wyrmling takes damage from a melee attack within 5 feet, it can use its reaction to release a burst of heat. The attacker must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much on a success.
Tactics
A Red Dragon Wyrmling is bold, territorial, and intelligent despite its youth. It begins combat by flying high or circling its foes, using Fire Breath to scatter weaker enemies. It isolates and harasses targets with hit-and-run strikes, leveraging Heated Scales and Molten Retaliation in melee. If pressed, it retreats strategically, always seeking to assert dominance while minimizing risk to itself.
Lair and Behavior
Even as a wyrmling, a Red Dragon claims territory. Its lair may be a magma vent, ruined forge, or still-smoking volcano. Surrounding terrain is scarred by burnt bones, charred nests, and the stench of sulfur. The wyrmling hoards treasure obsessively, arranging it as mock “thrones” to mark its fledgling dominion.
Role
- Encounter Type: Early- to mid-level threat; ideal for party levels 5–7.
- Combat Role: Skirmisher, ambusher, battlefield controller with area fire damage and mobility.
- Challenge Function: Introduces dragon mechanics (breath weapon, fright effects, mobility) safely for adventurers.
Lore
Interactions with humanoids often involve intimidation, trickery, and tests of respect, setting the stage for future dominion.
Wyrmlings are the first step in a Red Dragon’s rise to tyranny; even at this age, their personality reflects the arrogance of adults.
Territorial instincts drive them to assert control over lairs and nearby creatures.
Treasure collection is instinctual, reinforcing status and dominance from an early age.
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