Free interactive D&D 5e SRD stat block

Young Red Dragon

Large Dragon, CR 10, AC 18, 178 HP. Chaotic Evil.

Large Dragon (Chromatic), Chaotic Evil

AC
18
Initiative
+4 (14)
HP
178 (17d10+85)
Speed
40 ft., Climb 40 ft., Fly 80 ft.
ScoreModSave
STR 23 +6 +6
DEX 10 +0 +4
CON 21 +5 +5
INT 14 +2 +2
WIS 11 +0 +4
CHA 19 +4 +4
Skills
Perception +8 , Stealth +4
Immunities
Fire
Senses
Blindsight 30 ft.; Darkvision 120 ft.; Passive Perception 18
Languages
Common, Draconic
CR
10 (XP 5,900; PB +4)

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6+6) Slashing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage.

How to run Young Red Dragon

A young red dragon is the first dragon a mid-tier party fights and the first time they understand what dragons actually are. With no legendary actions, no lair actions, and no spellcasting in this stat block, the threat is raw: 178 HP, AC 18, Fly 80 ft., and a recharge breath weapon that can wipe the back rank.

Open with Fire Breath if it's available. DC 17 Dex save, 30-foot cone, 56 fire on a fail and half on a success. That's enough to drop a wizard on a fail and bloody them on a pass. Recharge 5 to 6 means you'll get it again roughly every other round, so the party should never bunch. After the cone, switch to Multiattack: three Rend at +10 for 13 slashing plus 3 fire each, averaging 39 on a single target. Pick the front-line PC who hits hardest and beat them down before action surge cycles twice.

Run the dragon from the air. Walk speed 40 and Fly 80 mean it should never be on the ground unless it just landed for a Multiattack. Without legendary actions there is no Pounce, so takeoff costs the dragon's full movement; use a three-beat rhythm of land, Multiattack, take off, and the party gets one opportunity attack window per cycle. Stealth +4 and Passive Perception 18 mean the dragon ambushes them, not the other way around. At Bloodied (89 HP) the young red flees if the breath weapon hasn't recharged, climbs to a thousand feet, and waits for the party to leave. It is not yet old enough to die for a hoard. It will be back, and it will know who the cleric was.

Name the dragon and write its name on a notecard. Slide the card across the table the first time the breath weapon recharges. The party should remember whose mountain they're climbing.

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.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
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