Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point 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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 1d6 fire damage and 1d6 necrotic 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.
Fire & Death Breath (Recharge 5–6). The dragon exhales black fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 9d6 fire damage and 9d6 necrotic 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 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
The odor of sulfur and pumice surrounds a red dragon covering the wretched smell of death, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents blackened smoke at all times, and its eyes dance with flame when it is angry.
Wounds from its past battles are filled with maggots and other creatures that feast on death.
Lair and Lair Actions
A Zombie Dragon’s Lair
Zombie dragons lair in wherever their master tells them to. Smells of rotting flesh and iron fill the air of the lair.
A Zombie Dragon's master will sometimes leave lesser zombies with it in order to protect the area.
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:
- A dead body the dragon can see within 120 feet explodes leaving end trails strewn about. Any creatures within a 20 foot radius of the corpse must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much 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.
- Necromancer's will sometimes leave traps behind for the zombies to interact with. One trap established by the necromancer within 60 feet of the zombie dragon can be triggered by the zombie dragon.
Regional Effects
The region containing a legendary zombie dragon’s lair is warped by the necromancer's magic, which creates one or more of the following effects:
- Small creatures that have perished are reanimated after 1d4 days in the form of zombies.
- Smells of rotting flesh and death permeate the surrounding area up to a 1 mile radius.
- Nearby water and food supplies are continuously tainted and die off more quickly.
If the dragon dies, these effects fade over the course of 1d4 days.
Comments