Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magma Carapace. Any critical hit against the dragon becomes a normal hit, but it is vulnerable to cold damage.
Rekindled Wrath (Mythic Trait; Recharges after a Short or Long Rest). If the dragon is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, as its abyssal blood boils, it breaks free of its cooled magma armor, regains 324 hit and flies up to its speed without provoking attacks of opportunity. It loses its Magma Carapace trait and gains its Aura of Thundorous Splendor trait and Incandescent Fire Breath action.
Aura of Thundorous Splendor. The dragon can activate or deactivate this feature as a bonus action. While active, the aura deals 15 lightning damage to any creature that ends its turn within 15 feet of the dragon.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Volcanic Breath. The dragon exhales fire and molten rocks in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage and is covered in lava and starts to burn. A target covered in lava takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes a bonus action to remove the lava. On a successful save, the target takes half as much damage and doesn’t catch fire.
Incandescent Fire Breath (Requires Mythic Trait). The dragon calls upon its demonic blood, exhaling a focused beam of fire and lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 46 (13d6) fire damage plus 46 (13d6) lightning damage on a failed save, or half as much damage on a successful one. A creature within 10 feet of the line but not within it must make a DC 21 Dexterity saving throw or take 35 (10d6) fire damage.
Vengeful Strike. If the dragon is hit by a critical hit, it can use its reaction to make a bite attack against the creature that hit it.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Rekindled Wrath.
Path of Cinders. The dragon can fly up to half its speed and makes a tail attack during any part of its movement.
Snapping Jaws. The dragon makes a bite attack.
Searing Eschaton (Costs 2 Actions). The dragon releases a powerful heat wave, scorching everything around it whilst bolstering itself. The dragon deals 15 fire damage to all creatures within 30 feet of itself, removes any condition affecting it, and automatically recharges its Breath Weapon.
Lair and Lair Actions
Alatros' Lair
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- By opening a small rift to the Elemental Plane of Fire, the dragon summons 2 (1d4) fire elemental(s) who act directly after the dragon on initiative.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
- The unstable elemental nature of the dragon begins to transform its lair into an active volcano, capable of destroying entire cities if left to grow unchecked.
If the dragon dies, these effects fade over the course of 1d10 days and the volcano immediately becomes inactive.
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