Toxic Fire (Recharge 5-6): The dragon exhales a Toxic Fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 207(2d100+7) poison/fire damage on a failed save, or half as much damage on a successful one.
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: +15 to hit, reach 15 ft., one target. Hit: 50(5d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 45 (2d20 + 10) slashing damage.
Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 32 (2d20 + 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.
Evasive Maneuvers(recharge 4-5): When the dragon is attacked, if it succeeds in a DC 15 Wisdom saving throw then the dragon flies away then comes back.
Can take 3 Legendary Action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each 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 ft. of the dragon must succeed on a DC 23 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
Looks a lot like a Black Dragon besides the shiny, dark Blood red color the scales give off when light is shined upon the dragon. These dragons are commonly mistaken as Black Dragons due to there love for the dark.
These dragons are different however. They can grow several times larger than a Red Dragon, are more powerful than any other dragon type, and have a life span far longer than anything in the D&D world.
Draco Mortis was responsible for the destruction of entire Kingdoms, so the surrounding Kingdoms put a extremely large bounty on their heads.
The Draco Mortis was hushed up by historians when the last of the Draco Mortis was THOUGHT to have been slain.
Lair and Lair Actions
Draco Mortis loves underground caves and extremely tall mountain peaks.
Lair Actions
On initiative count 13(if the Draco Mortis has an initiative of a 13 and above), the Draco Mortis takes a lair action to cause one of the following effects; the Draco Mortis can use the same effect two rounds in a row:
- Stealth: players must roll a DC 23 Perception to see the dragon
- Advantage: Draco Mortis rolls an extra d20 on any saving throw
Regional Effects
The region containing a legendary Draco Mortis lair is Devastating, which creates one or more of the following effects:
- Entire ecosystems having been destroyed
- Cities and Kingdoms being destroyed
If the Draco Mortis dies, these effects fade over the course of 5 or more years.
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