Monster
Ancient Red Dragon
Official reference · XMM · 2024
- Creature type
- Dragon
- Size
- Gargantuan
- Armor class
- 22
- Hit points
- 507 (26d20 + 234)
- Speed
- Walk 40 ft., Climb 40 ft., Fly 80 ft.
- Challenge rating
- 24
- Alignment
- Chaotic Evil
- Strength
- 30
- Dexterity
- 10
- Constitution
- 29
- Intelligence
- 18
- Wisdom
- 15
- Charisma
- 27
- Passive Perception
- 26
- Initiative
- +14
- Saving Throws
- dex: +7; wis: +9
- Skills
- perception: +16; stealth: +7
- Senses
- Blindsight 60 ft., Darkvision 120 ft.
- Languages
- Common, Draconic
- Immunities
- fire
Traits
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version).
Rend
Melee Attack: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.
Fire Breath (Recharge 5–6)
Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage.
Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
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.
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.
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
At will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version)
1/day each: Fireball (level 6 version), Scrying
Regional effects
The region containing an adult or ancient red dragon's lair is warped by its presence, creating the following effects:
- Burning Heat: The area within 1 mile of the lair is an area of extreme heat. A burning creature or object takes an additional 1d4 Fire damage at the start of each of its turns.
- Smoldering Haze: The area within 1 mile of the lair is Lightly Obscured with clouds of ash. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.
If the dragon dies or moves its lair elsewhere, these effects end immediately.