Free interactive D&D 5e SRD stat block

Red Dragon Wyrmling

Medium Dragon, CR 4, AC 17, 75 HP. Chaotic Evil.

Medium Dragon (Chromatic), Chaotic Evil

AC
17
Initiative
+2 (12)
HP
75 (10d8+30)
Speed
30 ft., Climb 30 ft., Fly 60 ft.
ScoreModSave
STR 19 +4 +4
DEX 10 +0 +2
CON 17 +3 +3
INT 12 +1 +1
WIS 11 +0 +2
CHA 15 +2 +2
Skills
Perception +4 , Stealth +2
Immunities
Fire
Senses
Blindsight 10 ft.; Darkvision 60 ft.; Passive Perception 14
Languages
Draconic
CR
4 (XP 1,100; PB +2)

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10+4) Slashing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage.

How to run Red Dragon Wyrmling

A red dragon wyrmling is the first real boss most parties will face, and it should hit like one. CR 4, 75 HP, AC 17, fly speed 60, immune to fire, and a 7d6 cone breath weapon that averages 24 damage on a fail. A level 3 party of four can win this fight, but somebody is going down.

Open with Fire Breath if it's available, which it always is round one. DC 13 Dex save, 15-foot cone, 24 fire on a fail and 12 on a success. Position the wyrmling so the cone catches at least two PCs, ideally including a wizard or rogue who fails the save and eats most of their HP pool. Fire immunity means you can stand on burning oil, scorched timber, or a hot brazier with no penalty, so set the encounter in a forge, a kobold-tended bonfire chamber, or its own nest of charred bones. The terrain is your second damage type.

After the breath, use Multiattack for two Rend attacks at +6, 1d10+4 slashing plus 1d6 fire each, averaging 13 per hit. The wyrmling is intelligent enough (Int 12) to pick targets: hit the cleric, then the cleric again, then break off if a paladin closes. Fly 60 ft. lets it pop up to 30 feet of altitude after a melee turn so the party's frontliner has to either ranged-attack, climb, or wait. The Climb 30 means it can also wall-crawl in a low-ceilinged cave, which is a great way to make a tight fight feel claustrophobic. Recharge 5-6 on Fire Breath means it will fire again, often round two or three. Don't forget to roll.

Wyrmlings flee. They are children with a hoard of stolen silverware and an inflated sense of self, and they are not ready to die for a pile of coins. Once Bloodied, fly straight up and out, taking the silver bowl in its claws. It will be back at adolescent CR 10 in five years of game time, and it will remember.

Write the wyrmling's hoard down in detail. The players should remember stealing the music box, because the dragon does.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
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  • Click a spell name for a quick reference card.
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