Young - Red - Dragon1 D&D

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Young Red Dragon (Stage 1) Level 9 Boss Soldier

Large natural magical beast (dragon) XP -


HP 130 Initiative +8
AC 25; Fortitude 22; Reflex 21; Will 21 Perception +6
Speed 6, fly 8 (hover), overland flight 10 Darkvision
Vulnerability 5 cold
Saving Throws +5; Action Points 1
Traits
Draconic Alacrity
A dragon makes two initiative checks and it takes a full turn on each initiative result. A dragon may take one immediate
action between the end of each of its turns and the start of its next.
Draconic Resilience
A dragon may save any effect or condition causing it to be dazed, dominated, or stunned at the end of each of its turns, even
if the effect does not normally allow a save. A successful save ends the effect or condition.
Standard Actions
m Bite (fire) • At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 1d8 + 5 damage and the target takes ongoing 5 fire damage (save ends).
m Claw • At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 1d10 + 8 damage.
M Double Attack • At-Will
Effect: The young red dragon makes two claw attacks.
Minor Actions
M Tail Slap • At-Will
Attack: Melee 2 (one creature); +14 vs. Reflex
Hit: The young red dragon slides the target 2 squares to a square adjacent to the dragon.
Triggered Actions
M Wing Snap • At-Will
Trigger: An enemy attacks the young red dragon while flanking it.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); +14 vs. Fortitude
Hit: 1d8 + 5 damage and the target is pushed 1 square.
C Breath Weapon (fire) • At-Will
Trigger: The young red dragon is reduced to 0 or fewer HP
Special: The dragon may use this power even if a condition exists that would normally prevent it from doing so.
Attack (No Action): Close blast 5 (each creature in blast); +12 vs. Reflex
Hit: 4d6 + 5 fire damage. The young red dragon may make this attack even if a condition exists that would normally prevent
him from doing so. .
Effect: The dragon flies 8 squares. This movement does not provoke opportunity attacks.
Effect: After this action is fully resolved, the young red dragon is removed from the battlefield and replaced with a furious
young red dragon. The furious young red dragon rolls initiative and fights normally as a new creature entering the combat.
Skills Bluff +9, Insight +11, Intimidate +9
Str 20 (+9) Dex 14 (+6) Wis 14 (+6)
Con 17 (+7) Int 11 (+4) Cha 11 (+4)
Alignment evil Languages Common, Draconic
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been
generated using the D&D Adventure Tools.
Furious Young Red Dragon (Stage 2) Level 9 Solo Soldier
Large natural magical beast (dragon) XP -
HP 130 Initiative +8
AC 25; Fortitude 22; Reflex 21; Will 21 Perception +6
Speed 6, fly 2 (hover), overland flight 4 Darkvision
Saving Throws +5; Action Points 1
Traits
ORoiling Flames • Aura 1
All creatures except the dragon treat all squares within the aura as difficult terrain. Any creature that begins its turn within the
aura takes 5 fire damage
Strafe
The dragon gains a +2 bonus to attack rolls until the start of its next turn if it begins its turn with no enemies adjacent to it
Draconic Alacrity
A dragon makes two initiative checks and it takes a full turn on each initiative result. A dragon may take one immediate
action between the end of each of its turns and the start of its next.
Draconic Resilience
A dragon may save any effect or condition causing it to be dazed, dominated, or stunned at the end of each of its turns, even
if the effect does not normally allow a save. A successful save ends the effect or condition.
Standard Actions
m Bite (fire) • At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 1d8 + 5 damage and the target takes ongoing 5 fire damage (save ends).
m Claw • At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 1d10 + 8 damage.
M Double Attack • At-Will
Effect: The young red dragon makes two claw attacks.
M Flyby Attack • At-Will
Effect: The young red dragon flies 8 squares and makes a one melee basic attack at any point during that movement. The
dragon doesn't provoke opportunity attacks when moving away from the target. .
R Stream of Flame (fire) • At-Will
Attack: Ranged 10 (one creature); +14 vs. Reflex+16 vs. AC
Hit: 2d6 + 6 fire damage and make a secondary attack against each creature adjacent to the primary target.
Secondary Attack: +16 vs. AC
Hit: 1d6 + 3 fire damage.
Minor Actions
M Tail Slap • At-Will
Attack: Melee 2 (one creature); +14 vs. Reflex
Hit: The young red dragon slides the target 2 squares to a square adjacent to the dragon.
Triggered Actions
M Spitfire Reaction • At-Will
Trigger: An enemy hits the young red dragon with a ranged attack.
Attack (Immediate Interrupt): Ranged 10 (the triggering enemy); +14 vs. Reflex
Hit: 1d8 + 5 fire damage.
C Fiery Dive (fire) • Encounter
Trigger: The young red dragon is reduced to 0 or fewer HP.
Special: The dragon may use this power even if a condition exists that would normally prevent it from doing so.
Effect: The dragon flies up to 8 squares before making this attack. This movement does not provoke opportunity attacks. The
dragon must end this movement on the ground.
Attack: Close burst 2 (Each creature in burst); +14 vs. Reflex
Hit: 4d6 + 5 fire and thunder damage and the target is knocked prone.
Effect: After this action is fully resolved, the furious young red dragon is removed from the battlefield and replaced with a
bloodied young red dragon. The bloodied young red dragon rolls initiative and fights normally as a new creature entering
the combat.
Skills Bluff +9, Insight +11, Intimidate +9
Str 20 (+9) Dex 14 (+6) Wis 14 (+6)
Con 17 (+7) Int 11 (+4) Cha 11 (+4)
Alignment evil Languages Common, Draconic
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been
generated using the D&D Adventure Tools.
Bloody Young Red Dragon (Stage 3) Level 9 Solo Soldier
Large natural magical beast (dragon) XP 2,000
HP 130 Initiative +8
AC 25; Fortitude 22; Reflex 21; Will 21 Perception +6
Speed 6, fly 8 (hover), overland flight 10 Darkvision
Resist 5 cold, 10 fire
Saving Throws +5; Action Points 1
Traits
ORoiling Flames • Aura 1
All creatures except the dragon treat all squares within the aura as difficult terrain. Any creature that begins its turn within the
aura takes 5 fire damage. Creatures within the aura that have any fire resistance do not take damage from the aura, but
otherwise lose all fire resistance while they remain in the aura.
Draconic Alacrity
A dragon makes two initiative checks and it takes a full turn on each initiative result. A dragon may take one immediate
action between the end of each of its turns and the start of its next.
Draconic Resilience
A dragon may save any effect or condition causing it to be dazed, dominated, or stunned at the end of each of its turns, even
if the effect does not normally allow a save. A successful save ends the effect or condition.
Bloodied
The bloodied young red dragon is considered bloodied, regardless of its hit point total
Standard Actions
m Bite (fire) • At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 1d8 + 5 damage and the target takes ongoing 5 fire damage and suffers a -2 penalty to attacks (save ends both).
m Claw (fire) • At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 1d10 + 8 fire damage.
M Draconic Fury • At-Will
Effect: The young red dragon makes a claw attack against each creature within reach.
C Breath Weapon (fire) • Encounter
Attack: Close blast 5 (each creature in blast); +12 vs. Reflex
Hit: 4d6 + 5 fire damage and the target suffers a -2 penalty to AC (save ends).
Minor Actions
M Tail Slap (fire) • At-Will
Attack: Melee 2 (one creature); +14 vs. Reflex
Hit: 1d6 + 6 fire damage and the young red dragon slides the target 2 squares to a square adjacent to the dragon.
Triggered Actions
M Wing Snap • At-Will
Trigger: An enemy attacks the dragon while flanking it.
Attack (Immediate Reaction): Melee 1 (the triggering enemy and an enemy flanking with the triggering enemy); +14 vs.
Fortitude
Hit: 1d8 + 5 damage and the target is pushed 1 square.
Skills Bluff +9, Insight +11, Intimidate +9
Str 20 (+9) Dex 14 (+6) Wis 14 (+6)
Con 17 (+7) Int 11 (+4) Cha 11 (+4)
Alignment evil Languages Common, Draconic
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been
generated using the D&D Adventure Tools.

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