Legendary Resistance (6/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its tail and two with its claws.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 23 (2d12+ 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 500 feet of the dragon and aware of it must succeed on a DC 25 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.
Magma Breath (Recharge 5–6). The dragon exhales fire in a 200-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 131 (26d10) fire damage on a failed save, or half as much damage on a successful one, and is knocked prone.
The dragon can take 5 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 21 (2d12 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Horned, two wings and four arms. Crimson scales and red piercing eyes. 500 feet tall and 100 feet long. Flightless.
Lair and Lair Actions
A fiery and magma covered rocky crater, as if a meteor hit. With ruby and obsidian stalagmites and spikes, it is hard to get to the middle flat plane without spiking yourself at least once.
Lair Actions
On initiative count (losing initiative ties), the Crimson Dragon can take a lair action to cause one of the following effects; the Crimson Dragon can’t use the same effect two rounds in a row:
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- 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 50 (10d10) fire damage on a failed save, or half as much damage on a successful one.
- Crystal spikes extend out from a point the dragon can see within 150 feet of it. Each creature in the area must make a DC 16 Dexterity saving throw, taking 40 (10d8) piercing damage on a failed save, or half as much damage on a successful one.
- A hundred demonic dogs and humanoids crawl out from the ground around the dragon within 50 feet of it.
Regional Effects
The region containing a legendary Crimson Dragon’s lair is extremely hot and covered in lava, which creates one or more of the following effects:
- All water in a 5 mile radius is instantly evaporated.
- Obsidian rock outgrowths grow out of old lakes and ponds within a 5 mile radius
- The air within a 5 mile radius is id of moisture and is near unbreathable.
- Dead creatures within a 100 feet radius of the obsidian outgrowths become demonic and undead.
If the Crimson Dragon dies, the lava will be sucked back into the main flat in which the demon lived, and all demons created by it perish, but all other effects remaining stay until destroyed.
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