Chromatic Awakening (Recharges after a Short or Long Rest). If andravala would be reduced to 0 hit points, his current hit point total instead resets to 425 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, andravala can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for andravala after his Chromatic Awakening activates.
Legendary Resistance (4/Day). If andravala fails a saving throw, he can choose to succeed instead.
Fire Absorption. Whenever andravala is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Heated Body. A creature that touches andravala or hits him with a melee attack while within 5 feet of him takes 7 (2d6) fire damage.
Unusual Nature. Andravala doesn’t require food or drink.
Destructive Elemental Power. Fire damage dealt by Andravala ignores resistances and treats immunities as resistances.
Multiattack. Andravala makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage plus 7 (2d6) fire damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Andravala can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone and pushed 20 feet in a direction of Andravala's choice.
Breath Weapon (Recharge 5–6). Andravala exhales a blast of flames in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 91 (14d12) fire damage. On a successful save, the creature takes half as much damage.
Andravala 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. Andravala regains spent legendary actions at the start of his turn.
Attack. Andravala makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). Andravala beats his wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Andravala can then fly up to half his flying speed.
Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 26 Wisdom saving throw or become frightened of andravala until the end of its next turn.
If andravala’s Chromatic Awakening trait has activated in the last hour, he can use the options below as legendary actions.
Chromatic Flare (Costs 2 Actions). Andravala flares up with elemental energy. Each creature in a 60-foot-radius sphere centered on andravala must succeed on a DC 26 Dexterity saving throw or take 31 (7d8) fire damage.
Chromatic Regeneration (Costs 3 Actions). Andravala channels the immense regenerative power of the phoenix. Andravala magically regains 45 (10d8) hit points and ends one spell effect of 3rd level or lower affecting him.
Description
Andravala was a legendary red dragon that reached the pinnacle of power and wealth, or so he thought. One day, an arrogant group of adventurers stumbled upon his lair and thought they could take the mighty dragon. It was a complete massacre of all but one of the adventurers, andravala was about to strike them down until.. The adventurer said something that truly intrigued the dragon. “I-I think i know how you can get more powerful!”
Andravala then stopped his assault on the poor adventurer, for now at least. The ancient dragon soon asked him to elaborate, and adventurer, who was still stricken by fear, told andravala that he might be able to get more powerful by eating the ashes of a phoenix. The red dragon instructed the adventurer to bring him a way to get there, and so he did.
When the adventurer brought him two scrolls of plane shift, andravala decided to keep the adventurer around as he might be useful in the future. The dragon then went to the elemental plane of fire, and travelled around until he found a phoenix. Andravala fought and eventually killed the powerful elemental with no danger due to the dragon’s immunity to fire, andravala soon consuming the ashes of the phoenix.
The ancient dragon began feeling a surge of elemental power throughout his whole body, andravala had also grown in size and power. The ancient dragon was now a greatwyrm. Upon returning to the prime material plane, his new servant was there waiting for him. And thus began the legend of the elemental red greatwyrm.
Lair and Lair Actions
Red dragon’s Lair
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), andravala takes a lair action to cause one of the following effects; andravala can’t use the same effect two rounds in a row:
- Searing heat spreads out in a 15-foot-radius sphere centered on a point andravala can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.
- A tremor shakes the lair in a 60-foot radius around andravala. Each creature other than andravala on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- 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.
Regional Effects
The region containing the legendary andravala's lair is warped by his magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of andravala’s lair.
- Andravala can hear up to 30 feet through any open flame within 1 mile of his lair.
- Open flames within 6 miles of andravala’s lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.
- Rocky fissures within 1 mile of andravala’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If andravala dies, these effects fade over the course of 1d10 days.
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