BBS Young Dragon CR13

An ambitious young red dragon making a name for itself by crushing parties of adventurers.

See the theory behind my BBS designs at Designing the Mechanics of the Big Bad and Big Bad Solo Monster Inserts.

BBS Young Red Dragon

Large dragon, chaotic evil

Armor Class 18 (natural armor)
Hit Points 60/60/58 (17d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft.

STRDEXCONINTWISCHA
23 (+6)10 (+0)21 (+5)14 (+2)11 (+0)19 (+4)

Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Damage Immunities fire
Senses Blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic
Challenge 13 (10,000 XP)

Paragon Fortitude. The dragon has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.

ACTIONS

Bite the Bullet. As an action, end one condition afflicting this creature and take 5 damage. This damage cannot be reduced in any way. If the condition prevents this creature from taking an Action on its turn, then it can use this ability to end that condition at the end of its turn.
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.
Flying Charge. Once per short rest, as an action, this creature moves up to its speed in any direction in a straight line. Creatures in the way of this line must make a DC15 Dexterity saving throw, taking 3d10 bludgeoning damage on a failed save, or half on a success. Either way, affected creatures are pushed outside of its path. Alternatively, a creature can make a DC17 Strength saving throw, taking half damage and granting advantage on the next saving throw against this charge on a success. When the dragon’s first hit point pool drops to zero, this ability recharges and is used immediately as a reaction.
2nd pool: Flying Ricocheting Charge. Once per short rest, as an action, the dragon moves up to its speed in any direction in a line, changing direction any number of times during the charge. Creatures in the way of this line must make a DC17 Dexterity saving throw, taking 5d10 bludgeoning damage on a failed save, or half on a success. Creatures cannot suffer this damage more than once per charge. Either way, affected creatures are pushed outside of its path. Alternatively, a creature can make a DC19 Strength saving throw, taking half damage and granting advantage on the next saving throw against this charge on a success. *Fortitude Recharge:* If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, flying ricocheting charge recharges and can be immediately used as a reaction.
Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Fortitude Recharge: If this creature has Paragon Fortitude, then when one hit point pool is reduced to 0, fire breath recharges.

LEGENDARY REACTIONS

Grab and Toss. Whenever a creature misses an attack against the dragon, it can as a legendary reaction make a grapple attempt against a creature smaller than the dragon within its melee reach if it has an open claw or mouth. If the grapple attempt succeeds, it can throw the grappled creature to a space within 60 ft. The thrown creature can make a DC17 Acrobatics check to land on their feet safely, taking 3d6 bludgeoning damage on a failed save.
If another creature is in that space, then the creature in that space must make a DC17 Dexterity saving throw to dodge, both creatures taking 3d6 bludgeoning damage and falling prone on a failed save. Alternatively, the creature in that space can if they have a free hand make a DC17 Strength saving throw to catch the thrown creature, taking no damage and keeping the thrown creature upright on a success, and both creatures taking 3d6 damage and falling prone on a fail.
Intimidating Stamp/Shout. Whenever a creature within the dragon’s melee reach misses an attack against it, it can as a legendary reaction force adjacent creatures to make a DC17 Strength saving throw, being pushed 10 feet on a failed save.

BONUS ACTIONS

Shake the Sky. Once per short rest as a bonus action this creature can force creatures within 20 ft. of it to be pushed 30 ft. and make a DC17 Strength saving throw, falling prone on a failed save. Fortitude Recharge: If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, shake the sky recharges.
Frightening Roar. Once per short rest, as a bonus action, this creature can force creatures within 60 ft. of it to make a DC15 Wisdom saving throw, becoming frightened until the end of their next turn on a failed save. Fortitude Recharge: If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, frightening roar recharges.

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