Huge Dragon, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 177 (18d12 + 60)
Speed 40 ft., Fly 80 ft., Swim 40 ft., Burrow 40 ft.
STR
23 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws DEX +8, CON +10, WIS +8, CHA +9
Skills Perception +11, Persuasion +14, Stealth +7
Damage Immunities Psychic
Condition Immunities Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic telepathy 120 ft., Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

Innate Spellcasting (Psionics). 

The dragon's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: 

  • 1/day each: weird, telekinesis, power word stun

 Legendary Resistance (2/Day). 

If the dragon fails a saving throw, it can choose to succeed instead.

 Spider Climb. 

The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

 Tunneler. 

The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.

Actions
Multiattack. 

The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws.

 Bite. 

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) psychic damage.

 Claws. 

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

 Tail. 

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) 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 17 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.

 Terrifying Breath (Recharge 5–6). 

The dragon exhales a terryfing roar in a 60-foot-cone. Each creature in that cone must make a DC 18 Wisdom saving throw. On a failed save, the creature takes 45 (13d6) psychic damage and is frightened until the end of its next turn. On a successful save, the creature takes half as much damage and isn't frightened.

 

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
  • Tail Attack. The dragon makes a tail attack.

  • Telekinetic Fling. The dragon chooses a Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 15 (4d6) bludgeoning damage.

  • Teleport (Costs 2 Actions). The dragon magically teleports to an unoccupied space it can see within 30 feet of it.

Lair and Lair Actions

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:

-The dragon crates a sandstorm in an area 60 feet long and 10 feet wide. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from it in a direction following the line. Any creature in the line must spend 2 feet of Movement for every 1 foot it moves when moving closer to it. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on each of its turns before the spell ends, it can change the direction in which the line blasts from it.
-The dragon touches a section of sand up to 10 feet in any dimension. This area becomes difficult terrain for up to a minute.
-A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, and immunity to poison damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.

Regional Effects
The region surrounding a legendary ruby dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

-Giant scorpions are attracted to the area within 6 miles of the lair and settle there in large numbers.
-Giant sandstorms happen in area within 6 miles of the lair.
-Natural sandstone within 6 miles of the lair grows plentiful crystal formations and ruby gemstone veins, particularly in deserts.
-Natural sand within 6 miles of the lair becomes a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no components, targeting any natural sand formation in that region.

Previous Versions

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