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Young Red Dragon

Large Dragon, chaotic evil

CR 10

5,900 XP

AC: 18 (natural armor)
HP: 178 (17d10+85)
Speed: walk 40 ft. , fly 80 ft. , climb 40 ft.
Skills: Perception +8, Stealth +4
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages: Common, Draconic
STR
23
+6
DEX
10
+0
CON
21
+5
INT
14
+2
WIS
11
+0
CHA
19
+4

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: 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.

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.

Quick Reference

Challenge: CR 10
Type: Dragon
Size: Large
Alignment: chaotic evil
Best for party of 4 at level 10-11

Running This Encounter

A young red dragon is a fearsome opponent that relies on its legendary actions and lair actions to control the battlefield. Position the dragon in a location where it can use its environment tactically, such as perched on high ground or near lava. Use its fire breath strategically to damage multiple party members and force positioning decisions. Remember that dragons are intelligent and will target spellcasters and lower-AC opponents first.

Combat Tactics

The dragon opens combat with its devastating fire breath recharge ability, then uses legendary actions to attack and move strategically. It will use Parry to reduce damage from melee attackers and retreat to higher ground if heavily damaged. Employ lair actions each round if available, such as causing tremors or magma pools to disrupt party formations.

Environment & Setting

Ideal settings include a volcanic cavern, mountainous lair with multiple levels, or an underground fortress with lava flows. The terrain should provide the dragon with high ground and escape routes while limiting party mobility.