Legendary resistance (3 / day). If the dragon fails a saving throw, he can choose to succeed.
Multiattack. The dragon can use its scary presence. Then he does three three: one with his bite and two with his claws.
Bite. Melee attack: +17 to hit, reach 5 meters, target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee attack: +17 to hit, reach 3 meters, target. Hit: 17 (2d6 + 10) cutting damage.
Tail. Melee attack: +17 to hit, reach 20 feet, one target. Hit: 19 (2d8 + 10) bruise damage.
Wings. Melee attack: +17 to hit, reach 20 feet, one target. Hit: 17 (2d8 + 10) perforation damage.
Scary presence. Each creature of the dragon's choice who is 36 meters from the dragon and aware of this must pass a DC 21 Wisdom saving throw or be afraid of [condition] [/ condition] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, successfully ending the effect on itself. If a creature's saving throw succeeds or the effect ends for it, the creature is immune to the dragon's Scary Presence for the next 24 hours.
Fire breathing (reload 5-6). The dragon exhales fire in a 30-meter cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed saving throw, or half the damage on a successful save.
The dragon can perform 3 legendary actions by choosing one of 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 recovers the legendary actions spent at the start of its turn.
To detect. The dragon makes a Wisdom check ([skill] Perception [/ skill]).
Tail Attack. The dragon makes an attack with the tail or wings.
Wing attack (costs 2 actions).The dragon flaps its wings. Each creature within 15 feet of the dragon must pass a DC 25 Dexterity saving throw or suffer 17 (2d6 + 10) bruise damage and be knocked out [condition] prone [/ condition]. The dragon can fly up to half its flight speed.
Description
The scent of sulfur and pumice surrounds a red dragon, whose horns point down and spinal ruffles define its silhouette. Its beak-shaped snout exhales smoke from time to time, and its eyes dance in flames when it is angry, a long tail with a sharp swordlike tip and its wings with dark, sharp edges.
Lair and Lair Actions
The red dragon's lair
Red dragons live in high mountains or hills, living in caves under snow-capped peaks, or within deep corridors of abandoned mines and dwarf fortresses. Caves with volcanic or geothermal activity are the most prized red dragon lairs, creating dangers that hinder intruders and allowing scorching heat and volcanic gases to sweep the dragon while it sleeps.
With his treasure well protected in the depths of the lair, a red dragon spends as much time outside the mountain as it does inside it. For a red dragon, the great heights of the world are the throne from which he can look to inspect everything he controls - and the wider world he seeks to control.Em todo o complexo do covil, os servos erguem monumentos ao poder do dragão, contando a terrível história de sua vida, os inimigos que ele matou e as nações que conquistou.
Lair actions
At initiative count 20 (losing initiative draws), the dragon performs a lair action to cause one of the following effects; the dragon cannot use the same effect two consecutive rounds:
- 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.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- 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 half a mileof the lair are supernaturally warm and tainted by sulfur.
- Rock cracks within half a mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire in the world to live nearby.
- After half a mile a cold zone appears, making it difficult to plant and magically cools the water
If the dragon dies, these effects disappear over 1d10 days.