Gargantuan Dragon, Neutral
Armor Class 22 Natural Armor
Hit Points 546 (28d20 + 252)
Speed 80 ft., Walk 40 ft., Swim 40 ft., Climb 40 ft., Burrow 30 ft.
STR
30 (+10)
DEX
12 (+1)
CON
29 (+9)
INT
18 (+4)
WIS
16 (+3)
CHA
26 (+8)
Saving Throws DEX +9, CON +17, WIS +11, CHA +16
Skills Insight +5, Perception +17, Persuasion +9, Stealth +8
Damage Immunities Fire
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 27
Languages Common, Draconic, Primordial
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

 

Amphibious. The dragon can breathe air and water.

Ignibious. The Dragon can breathe Gases, Lava, Fire and Magma

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

 

Actions

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 24 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 81 (14d10 + 3) fire damage on a failed save, or half as much damage on a successful one.

Volcanic Breath. The dragon exhales toxic Volcanic gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw taking 73 (8d10 + 3) poison damage on a failed save and half as much on a successful one. Volcanic Ash and smoke reduces all creatures vision by half for three turns. (All creatures that are not the dragon have disadvantage on Ranged Attacks for three turns, all attacks, actions and saving throws that rely on Strength have disadvantage for 1 minute. Creatures within that area are vulnerable to surprise attacks by the dragon.)

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.

Legendary Actions

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

The Strongest of the Mineral Dragons, the Ruby dragon only wishes to live it's life in the way it pleases. The dragon is surrounded by almost unnoticeable earthy smoke scent. Its eye burn a bright amber with a red and black center. The Scales of the Ruby Dragon are a bright crimson, gem-like with a ashy tint along the edges. Its webbed feet and strong wings help it swim through magma and water with ease. 

Volcano Masters. Ruby Dragons prefer to make their lairs and domains inside volcanoes, both above and underwater where they can hide their horde and rest in piece away from prying eyes. 

Non-picky Eaters. Ruby dragons can and will eat anything, but it prefers diet are volcanic gems which can be used to bargain with the Ruby Dragon.

 Curious Souls. Ruby Dragons will occasionally polymorph into humanoids or animals to explore the world, learn new knowledge and collect magical items for its horde. They even experiment with new spells and craft items out of curiosity just to see if they are able to.

Arcane Dragons. The Ruby dragon is a master spell-caster who hides it's horde in a magically sealed vault, which is naturally secure as well. Enchantments make the dragon's horde look like undesirable junk and the dragon can sense when one of it's items of its horde have left it's vault and where it is located.

Lair and Lair Actions

Ruby Dragon's Lair

Ruby Dragon's make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell within volcanic lakes and Volcanoes, mist-shrouded tropical islands, cave complexes hidden underneath sparkling Geysers, or ancient ruins.

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 the lairs crystals, 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.
  • Volcanic gases form a cloud in a 30-foot-radius sphere centered on a point the  within 120 feet of a crystal the dragon can see through. 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.
  • The dragon chooses a point on the where a gem is located in it’s lair. Crystal spikes sprout from the ground in a 20-foot radius centered on that point. A creature that views the crystals  must then make a DC 15 Charisma saving throw or their mind and soul are banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane and ends up back inside its original body. If the creature was pierced or hit by crystal spike, they take 21 (6d6) piercing damage if hit with the tip of the crystal, bludgeon damage if hit with the edge of the crystal or if within 5ft of the crystal take force damage. 

Regional Effects

The region containing a legendary Ruby dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The lair is surrounded by glowing hot crystals (If a creatures bare skin touches the crystals take 1d4 fire damage), these crystals create a light in a 5ft radius, and the dragon has the ability to see out of these crystals.
  • The dragon can  communicate with any creature within its domain. 
  • illusionary images will appear randomly among the lair, having various different effects. 

If the Ruby Dragon dies, these effects fade over the course of 1d10 days.

Habitat: MountainUnderwater

BrokenSoulx

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