Huge Dragon, Neutral
Armor Class 21 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Burrow 38 ft., Fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +5, CON +11, WIS +8, CHA +10
Skills Perception +12, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force
Condition Immunities Exhaustion, Petrified
Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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.

Force Breath (Recharge 5–6). The dragon exhales a wave of force in a 30-­foot cone. Each creature in that cone must make a DC 19 Dexterity saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one.

Defence breaking breath (recharge 6).  the dragon exhales a wave of energy in a 20 foot cone. Each creature in that cone must make a DC 19 constitution save or have their AC be reduced by 3 until the end of the dragon's next turn.

Legendary Actions

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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Ruby dragons make their lairs deep underground in barren places. Ruby dragons make complex maze like lairs that only they can traverse.

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:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • A 15 foot radius geode springs up in one spot the dragon can see within 200 feet of it. Any creatures that are in that space must make a DC 20 dexterity save or take 10d8 piercing damage and be moved to the closest unoccupied space on a failed save, on a successful save they take no damage and are moved to the closest unoccupied space.
  • One creature within 120 feet of the dragonthatit can see must make a DC 17 constitution save or be unable to regain hit points until the end of the dragons next turn.

Regional Effects

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

  • Within 6 miles of the lair gemstones (especially rubies) become abundant
  • The land within 1 mile of the lair becomes solid and rocky.
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.

If the dragon dies, Any sinkholes remain where they are.

Habitat: Desert

Minikenku

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