Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Half Way Advantage: When this dragon reaches half health Coren dies. Since Rajha is alive: on this dragons following turn(s) Rajah may cast the revivify spell on Coren. Follow the spell as normal but Coren returns to life and this dragons total hit points are increased by one point. Should this monster lose half its health from this point Rajha dies. All Spells and abilities of the dead sister are lost until revived.
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: 1d20+14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) Piercing Damage plus 7 (2d6) Fire or Lighting damage your choice.
Claw. Melee Weapon Attack: 1d20+14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: 1d20+14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Claw/Tail Smith: Whenever this dragon hits on a Claw or Tail attack Rajah may expend a spell slot to cast a smit spell for extra damage and effects.
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.
Coren : (10 levels Wizard Draconic Magic )
Fire Breath (Recharge 5–6) The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6); Fire Damage on a failed save, or half as much damage on a successful one.
Spellcasting. Coren is an 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, to hit with spell attacks). Coren has the following Wizard spells prepared: Cantrips (at will): Poison Spray, Sword Burst, Message, Minor Illusion. 1st level (4 slots): Chromatic Orb, Detect Magic, Grease. 2nd level (3 slots): Darkness, Earthen Grasp, Ray of Enfeeblement . 3rd level (3 slots): Counter Spell, Incite Greed, Thunder Step. 4th level (3 slots):Blight, Hallucinatory Terrain, Polymorph. 5th level ( 2 slots): Cone of Cold, Dominate Person, Scrying
Rajah: (10 levels Paladin Oath of the Devotion )
Lightning Breath (Recharge 5–6) The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 [rollable](12d10)Lightning Damage on a failed save, or half as much damage on a successful one.
Spellcasting. Rajah is an 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, 1d20+12 to hit with spell attacks). Rajah has the following paladin spells prepared:. 1st level (4 slots): Bless, Ceremony, Command, Cure Wounds Searing Smite, Thunderous Smite. 2nd level (3 slots): Divine Smite, Locate Object,Branding Smite. 3rd level (3 slots): Aura of Vitality, Blinding Smite, Revivify. 4th level (3 slots): Banishment, Locate Creature. 5th level (3 slots): Destructive Wave
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.
Innate Spellcasting (Costs 3 Actions).Each head of this dragon has class levels which it can use to cast a variety of spell.
optional: magic item use (Cost 2 Actions)
Description
The Rarity of this conjoined twin dragons birth was unprecedented, even rarer still was its had scales of both a red and blue dragon. With a few scales tie dyed with both colores arranged in an almost tattoo like design.
Coren the Red is Patient Greedy Intelligent, Calculating Lawful Evil dragon who believes that draconic magic is the only true magic and all other magic is a stolen bastardisation of there ancestors might. She has spent countless eons finding and destroying all magic she demens unfit for a dragons legacy. Rajah's rule over her and her sisters kingdom is utilitarian and militaristic by design. Although the sisters fight their bond and some would say even love of one another has caused Coren to overcome her nature and be more compromising with less brutal ideals and more supportive ones , so long as it supports her overall goals.
Rajah the Blue Impulsive ,Devote, Intelligent, conniving and yet supportive Lawful neutral wasn't always a devout women but when a group of adventures slayed her sister Coren she screamed to the heavens for the power to bring her back. Her cry's were answered but by who or what is unknown. AS of today she Rules her and her sisters kingdom with religious zealous, destroying all other temples and there supporters. With the more power granted by her patron the more she looks to expand her gods and/or goddess influence over the land.Although the sisters fight their bond and some would say even love of one another has caused Rajha to overcome her nature and be more compromising with more patient ideals and less impatient ones , so long as it supports her overall goals.
Lair and Lair Actions
A Twin 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), 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:
- 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.
- A tremor shakes the lair in a 60-foot radius around the dragon and part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked Prone and buried. The buried target is Restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
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.
- Volcanic Thunderstorms rage within 6 miles of the lair.
- Fire And/or Air elemental (lightning elemental) your choice scour the land within 6 miles of the lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
- Gray swirling Clouds of black ash and red lightning swirls within 1 mile of the dragon’s lair form portals to the Elemental Plane of Air , allowing creatures of elemental Air into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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