Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.
Multiattack. The dracolich can use its Frightful Presence. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich 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 dracolich's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5–6). The dracolich uses one of the following breath weapons:
Dread Breath. The dracolich exhales crackling necrotic energy in a 60-foot cone. Each non-undead creature in that area must make a DC 21 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this attack rises at the start of the dracolich's next turn as a zombie that is permanently under the dracolich's command. It takes its turn immediately after the dracolich.
Fire Breath. The dracolich 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.
Animate Breath (1/Day). The dracolich breathes fire onto the ground, creating one animated breath. The animated breath appears in an unoccupied space within 60 feet of the dracolich, whom it obeys. It takes its turn immediately after the dracolich. The animated breath lasts for 1 hour, until it or the dracolich dies, or until the dracolich dismisses it as a bonus action.
The dracolich 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 dracolich regains spent legendary actions at the start of its turn.
Summon Undead. The dracolich magically summons one skeleton or zombie. The summoned creature appears in an unoccupied space within 60 feet of the dracolich, whom it obeys. It takes its turn immediately after the dracolich. It lasts for 1 hour, or until it or the dracolich dies. (The dracolich can have up to six skeletons or zombies summoned in this way at a time)
Tail Attack. The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
Description
Red Dragon Spellcasting
| Age | Spell Save DC | Spells Known |
|---|---|---|
| Adult | 19 | bane, dominate person, heat metal, hypnotic pattern, suggestion |
Dracolich Spellcasting
| Spells Known |
|---|
| disintegrate, plane shift (self only), prismatic spray, slow |
Lair and Lair Actions
A Red Dracolich's Lair
Red dracoliches 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 dracolich lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dracolich as it sleeps.
With its hoard well protected deep within the lair, a red dracolich spends as much of its time outside the mountain as in it. For a red dracolich, 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 dracolich'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 dracolich can take one of the following lair actions; the dracolich can’t take the same lair action two rounds in a row:
Magma Geyser. Magma erupts from a point on the ground the dracolich 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.
Quaking Earth. A tremor shakes the lair in a 60-foot radius around the dracolich. Each creature other than the dracolich on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Smoke Cloud. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dracolich 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 red dracolich's lair is warped by the dracolich's magic, creating one or more of the following effects:
Elemental Portals. Rocky fissures within 1 mile of the dracolich's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
Rising Dead. Dead creatures rise from their graves within 6 miles of the dracolich's lair, causing a plague of undead.
Tremors. Small earthquakes are common within 6 miles of the dracolich's lair.
Volcanic Water. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
If the dracolich dies, the portals, tremors, and tainted water fade over the course of 1d10 days. The dead immediately stop rising, and all of the undead creatures perish over the course of 1d10 days.
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