Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +143{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 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 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.
Cinder Breath (Recharge 5–6). The dragon exhales a 60-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.
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.
Description
Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground.
Lair and Lair Actions
A Boreal Dragon’s Lair
Boreal dragons make their home in arctic or subarctic regions, particularly areas warmed by geothermal activity. Suitable sites for their lairs include cliffs above magma deposits or fissures, large caves at the edge of volcanic craters or near hot springs, or abandoned Fire Giant outposts. Boreal dragons also enjoy taking over lairs of other dragons, particularly those they have personally slain or driven out.
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:
- Searing winds batter a point the dragon can see withinn 120ft. of it. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much on a success.
- The dragon targets a creature that it can see within 120ft. of it. The target must make a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While evraged in this way, the creature has advantage on melee attack rolls, but can not distunguish friend from foe and must attack the creature nearest to it other than the dragon. If no other creature is near enough to move and make the attack, the victim stalks off in a random direction seeking a target for its rage.
- The dragon magically calls a saber-toothed tiger or polar bear to aid it in battle. The creature appears within 120ft. of the dragon, emerging from a nearby cave entrance or other suitable opening, and acts as the dragon's ally. The creature remains for 1 minute, until the dragon uses this lair action again, or until the dragon dies.
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:
- Temperatures within 5 miles of the dragon's lair are warmer than in the surrounding lands. snow melts shortly after landing, plants are more common, and animals lose their winter coats.
- Beasts and monstrosities are more aggressive within 3 miles of the dragon's lair. Animal Handling checks in this area are made with disadvantage.
- Volcanic fissures and geysers spring up within 1 mile of the dragon's lair.
If the dragon dies, these effects fade over the course of 1d10 days.
Comments