Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Multi Attack. The dragon can use its Inspiring Presence. It then can use its breath or make three attacks: one with its bite and two with its claws
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 10) bludgeoning damage.
Inspiring Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it become immune to frightened for 1 minute. A creature currently affected by frightened has the effect removed. Allies affected also gain 15 temporary hit points.
Breath Weapon(Recharge 5–6). The dragon uses one of the following breath weapons:
Ruby Light Breath. The dragon exhales a red light in an 90-foot line that is 10 feet wide. Enemy creatures in that light, and not behind total cover, must make a DC 25 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Allies in that light, and not behind total cover, regain 21 (6d6) hit points.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
There is no odor associated with a ruby dragon, whose long serpentine form and frilled head define its silhouette. The scales of the dragon give off a beautiful red shine, dimly illuminating the area around it. Its gem like eyes reflect the emotional state of the dragon; dim when calm, growing brighter to match the intensity of the feeling.
There is only one Ruby Dragon, referred to as the Naktar di Jilinth which translates to common as Keeper of Memory. Any female dragon of sufficient age can undergo the Keeper ritual that can only be performed by the Naktar di Jilinth . When a successor has been chosen by the current Ruby Dragon, the first part of the ritual is performed, linking the old dragon to the new. At the old Ruby dragons death, the second part of the ritual is triggered regardless of distance or planer location of each, passing the memories of the predecessor to the successor and changing their scales and eyes into the gem like colors the dragon is named for.
Every dragon obeys and protects the ruby dragon, regardless of alignment or type, as she is the repository of all the history of dragonkind, since they came to be the intelligent creatures that they are. To lose her is to condemn them to something no better than a mere animal.
Lair and Lair Actions
The Lair of the Ruby Dragon
The lair is located within a geothermally active, unscalable mountain with one entrance. There are pools of boiling water dotting the space, which keep the space humid and warm. These pools also create hazards that hinder intruders as well as can at times obscure visibility. The horde of this dragon is located in a secondary room, protected from the humidity by a hidden door, that only a medium creature can enter. Although there is some treasure, gold, platinum and jewels, most of the horde consists of scrolls, tomes and other bits and pieces that have historical value and knowledge.
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:
- Boiling water erupts from a pool 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. The area is heavily obscured until the next lair action.
- 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.
- A galeb duhr living within the lair, that thinks of the dragon as its ally, joins the fight to protect the ruby dragon, the dragon considers it an ally.
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 1 mile of the lair are supernaturally warm and and purified.
- Rocky fissures within 1 mile of the dragon’s lair form randomly shifting portals to etheral or astral planes.
If the dragon dies, these effects fade over the course of 1d10 days.
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