Red Dragon, Mature Adult

Huge Dragon (Fire) — CR 18

Monster Manual v.3.5 (MM), p. 75Updated 3.5

Red Dragon, Mature Adult is a D&D 3.5 monster from MM, p. 75. CR 18, HD 25d12+150 (312 hp).

Hit Dice
25d12+150 (312 hp)
Initiative
+0
Speed
Land 40 ft
Armor Class
32, touch 8, flat-footed 32
Base Attack / Grapple
+25/+44
Attack
Bite +34 melee (2d8+11)
Full Attack
Bite +34 melee (2d8+11), 2 Claws +29 melee (2d6+5), 2 Wings +29 melee (1d8+5), Tail Slap +29 melee (2d6+16)
STR
33
DEX
10
CON
23
INT
18
WIS
19
CHA
18
Fort / Ref / Will
+20 / +14 / +18
Challenge Rating
18
Alignment
Chaotic-Evil
Organization
solitary, pair, or family (1−2 and 2−5 offspring)
Treasure
Triple standard
Environment
Mountains
Level Adjustment
Spell Resistance
23
Caster Level
9

Special Abilities

Breath WeaponFrightful PresenceLocate ObjectCrushSpellsDamage ReductionImmunity to FireImmunity to SleepImmunity to ParalysisVulnerability to ColdDarkvisionBlindsenseKeen SensesSpell Resistance

Feats

The dragon has horns extending back over the neck, frilled ears, and smaller horns at the cheeks and chin, with rows of horns over the brows. The nose is beaklike and sports a small horn. A frill begins behind the head and runs to the tip of the tail. The dragon reeks of smoke and sulfur, and its scales shine with shades of crimson and scarlet.

Description

Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

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.

Red dragons lair in large caves that extend deep into the earth, which shimmer with the heat of their bodies and are marked by a sulfurous, smoky odor. However, they always have a high perch nearby from which to haughtily survey their territory, which they consider to be everything in sight. This high perch sometimes intrudes upon the territory of a silver dragon, and for this reason red dragons and silver dragons are often enemies.

Red dragons are meat eaters by preference, and their favorite food is a human or elven youth. Sometimes they charm villagers into regularly sacrificing townsfolk to them.

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): 50-ft. cone, damage 14d10 fire, Reflex DC 28 half. Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius 210-ft are subject to the effect if they have 24 HD or less.

A potentially affected creature that succeeds on a Will DC 26 remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Small or less size (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body (an area of 15-ft × 15-ft in this case). Creatures in the affected area must succeed on a Reflex DC 28 or be pinned, automatically taking 2d8+16 bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Snatch (Ex): The dragon can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the dragon gets a hold on a creature of Small size or smaller with his claws, or Medium size or smaller with his bite, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the dragon’s mouth is not allowed a Reflex save against the dragon’s breath weapon.

The dragon can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet traveled. If the dragon flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Locate Object (Sp): 7/day—as locate object. Caster level 9th.

Spells: As 9th-level sorcerer. *Can also cast cleric spells and those from the Chaos, Evil and Fire domains as arcane spells.

Typical Sorcerer Spells Known (6/7/7/7/5; save DC 14 + spell level): 0—arcane mark, dancing lights, detect magic, guidance, mage hand, prestidigitation, read magic, resistance; 1st—alarm, chill touch, divine favor, magic missile, shield; 2nd—cure moderate wounds, darkness, detect thoughts, invisibility; 3rd—deeper darkness, dispel magic, haste; 4th—charm monster, confusion.

Feats: This dragon has 9 feats available.

Skills: These skills are considered class skills for all dragons: Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot and Use Magic Device. These skills are considered class skills for red dragons: Appraise, Bluff and Jump. This dragon has 280 skill points available.