Ancient Red Dragon

gargantuan dragon, chaotic evil

Challenge 24 (62000 XP)

STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
27 (+8)

Defense

Armor Class 22 (natural)
Hit Points 507 (26d20 + 234)
Speed 40 ft., fly 80 ft., climb 40 ft.

Proficiencies & Senses

Saving Throws Dex +7, Wis +9
Skills Perception +16, Stealth +7
Languages Common, Draconic
Darkvision 120 ft.
Blindsight 60 ft.
Passive Perception 26

Traits

Damage Immunities Fire

Traits

Legendary Resistance

If the monster fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The monster makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast (level 3 version).

Rend

Melee Attack: +17 to hit. reach 15 ft. Hit: 2d8 + 10 slashing plus 3d6 fire damage.

Fire Breath

Dexterity Save: DC 24. target: 90-foot-long, 5-foot-wide cone, creature. Failure: 26d6 fire damage; success: half.

Spellcasting

The monster casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (+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

Commanding Presence

The monster uses Spellcasting to cast (level 2 version). The monster can't take this action again until the start of its next turn.

Command

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Fiery Rays

The monster uses Spellcasting to cast. The monster can't take this action again until the start of its next turn.

Scorching Ray

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2. Total Rays

Pounce

The monster moves up to half its Speed, and it makes one Rend attack.

Command

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Detect Magic

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Scorching Ray

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2. Total Rays

Fireball

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Scrying

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy. Your Knowledge of the Target Is …Save ModifierSecondhand (heard of the target)+5Firsthand (met the target)+0Extensive (know the target well)−5You Have the Target's …Save ModifierPicture or other likeness−2Garment or other possession−4Body part, lock of hair, or bit of nail−10On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.