Huge Dragon, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
12 (+1)
WIS
13 (+1)
CHA
24 (+7)
Saving Throws DEX +6, CON +13, WIS +7, CHA +13
Skills Perception +13, Persuasion +6, Stealth +6
Damage Immunities Psychic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Primordial
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing 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.

Psychic Sphere (Recharge 5–6). The dragon chooses a point within 120 feet of it that it can see. Psychic energy blasts from the chosen point. Each creature within a 40-foot-radius sphere must make a DC 21 Intelligence saving throw, taking 57 (16d6) psychic damage on a failed save, or half as much damage on a successful one.

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.

Blink (Costs 2 Actions). The dragon transports to an Elemental Plane (instead of the Ethereal Plane) of its choice; otherwise, the effect is identical to the blink spell.

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.

Description

Ruby dragons are elegant dragons with an innate connection to the Elemental Planes. Dazzling red scales that appear as crystals cover the dragon, and their smaller size than most dragons makes them swift fliers. Unlike most dragons, they lack any kind of frill and instead have pointed spikes running down their spine.

In addition, they have the most unique tail arguably of all dragonkind. It ends in a strange shape with two large, curved points. Between the two points floats a sizeable ruby. Many dragon scholars believe that this ruby may have something to do with their connection to the Elemental Planes, and are therefore extremely valuable, but this has never been confirmed.

Lair and Lair Actions

A Ruby Dragon’s Lair

 Ruby dragons live underwater or on the coast, with lairs similar to a bronze dragon's. They tend to live in coastal caves, abandoned or reconstructed ships, or among huge coral reefs.

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 currents become incredibly strong. Each creature within 40 feet of the dragon must succeed on a DC 20 Dexterity saving throw or be pushed 50 feet away.
  • Huge waves crash onto the beach. Any creature within 30 feet of the coast must succeed on a DC 15 Dexterity saving throw or be swept 30 feet out to sea.
  • The dragon summons an elemental of its choice, identical to the conjure elemental spell.

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

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the various Elemental Planes, allowing creatures of elemental energy into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: CoastalUnderwater

CobaltSeeker

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