Huge Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Burrow 30 ft.
STR
28 (+9)
DEX
10 (+0)
CON
26 (+8)
INT
16 (+3)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws STR +15, DEX +6, CON +14, WIS +8, CHA +12
Skills Perception +13, Stealth +6
Damage Resistances Cold, Poison
Damage Immunities Fire
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Ignan, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Searing Presence. Any creature that starts its turn within 15 feet of the dragon takes 15 (3d10) fire damage. 

Illumination. The dragon sheds bright light in a 20 foot radius and dim light for an additional 20 feet. 

Natural Defense. When a creature touches or hits the dragon with a melee attack, it takes 5 (1d10) slashing damage and 5 (1d10) fire damage from the dragon's sharp searing scales.

Death Burst. When the dragon dies, it explodes in a burst of fire and magma. Each creature within 15 feet of it must make a DC 20 Dexterity saving throw, taking 15 (3d10) fire damage on a failed save, or half as much damage on a successful one, and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. A creature does not catch on fire on a successful save. Flammable objects that aren't being worn or carried in that area are ignited.

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 6 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 4 (1d8) fire 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.

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, and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. A creature does not catch on fire on a successful save. Flammable objects that aren't being worn or carried in that area are ignited.

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.

Tail Attack. The dragon makes a tail attack.

Smog. The dragon breathes out a dark cloud of smoke, causing the next attack against the dragon to have disadvantage. 

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 plus 6 (2d6) fire damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

A primordial dragon has been mutated by the power of the elemental planes. They have become as much elemental as they are dragon. This dangerous combination creates limitless potential for pure destruction. 

Primordial red dragons embody the essence of fire. Their bodies radiate searing heat and a burning glow between their obsidian sharp scales. Their emotions burn as bright as their insides. Whether it is joy, passion, hunger, anger, greed, they experience life only in extremes.

Lair and Lair Actions

A Primordial Red Dragon’s Lair

Primordial red dragons lair in similar environments to other red dragons. They may also lair deep within blazing deserts, taking over ruins or an oasis where they create structures of glass from superheated sands. Caves with volcanic or geothermal activity are the preferred primordial red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. Primordial red dragons are naturally drawn to areas where the barrier between the material and fire elemental planes is weaker. As a primordial red dragon's hoard grows, the barrier between planes weaken. The most powerful primordial red dragons build a lair both within the material plane and the elemental plane of fire, with a portal connecting both lairs together. 

 

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. 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.
  • 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.

Regional Effects

The region containing a legendary primordial 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.
  • Geothermal activity increases within 6 miles of the dragon's lair.
  • Conditions of drought and intense sunlight are common within 6 miles of the dragon's lair.
  • Plants wither and die within 1 mile 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.

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

Monster Tags: Elemental

Habitat: DesertHillMountainUnderdark

DragonGano

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