Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Flame Lord. Iokali Reds take no damage from fire, and instead heal for an amount equal to the fire damage they would have taken. Additionally, fire damage dealt by Iokali Reds to other creatures ignores resistance and treats immunity as if it were resistance.
Searing Fury (Recharges after a Short or Long Rest). If the Iokali Red would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance and Legendary Actions. Additionally, the Iokali Red can now use the options in the “Mythic Actions” section for 1 hour, and each time a creature comes into contact with or makes a melee attack on the dragon takes 11 (3d6) fire damage. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.
Multiattack. The dragon makes four attacks: one with its bite, two with its claws, and one with its tail. It can replace its bite attack with Fire Breath.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 28 (2d10 + 10) piercing damage, plus 18 (4d8) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage, plus 9 (2d8) fire damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. On a hit, the target is thrown up to 20 ft. in a direction of the dragon's choice.
Fire Breath. The dragon exhales fire in a 120-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites all objects, terrain, and creatures it touches. Ignited creatures take 11 (3d6) fire damage at the start of each of their turns. The fire is extinguished once an affected creature receives magical healing.
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.
Battle Presence. The dragon makes a Wisdom (Perception) check, and can move its full movement speed.
Attack. The dragon makes one tail or claw attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 26 Strength saving throw or take 31 (6d6 + 10) bludgeoning damage, be knocked prone, and pushed 10 ft. away from the dragon and a straight line. The dragon can then fly up to half its flying speed.
Rampage (Costs 3 Actions). The Iokali Red makes four claw attacks.
Fire Breath (Costs 3 Actions). The Iokali Red uses its Fire Breath.
If the Iokali Red's Searing Fury trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The Iokali Red makes a bite attack.
Charge (Costs 2 Actions). The dragon moves its full movement speed without provoking opportunity attacks and makes one claw attack against each creature, object, and structure in its path.
Creature of Fire (Costs 3 Actions). The Iokali Red vents heat and flame from its body, igniting its scales and letting out a blast of deadly fire. Upon use, each creature and object within 60 feet of the Iokali red must succeed on a DC 26 Constitution saving throw or take 49 (14d6) fire damage, become ignited, and suffer one level of exhaustion as the water in their body boils and evaporates. On a successful save, the target takes half as much damage, does not suffer any levels of exhaustion, and is not ignited. If flying, the dragon can dive to a point on the ground within 300 feet of itself before causing the explosion.
Description
The rage of an Iokali Red Dragon is legendary, and inviting their wrath, be accidental or out of hubris, has been the end of many nations. They live until they are slain, and the older they become, the larger and more powerful they grow.
Lair and Lair Actions
An Iokali Red Dragon's Lair
Red dragons 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 dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, 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 dragon’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 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 18 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 18 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 18 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
- Each creature in the lair must succeed on a DC 18 Dexterity saving throw or have their speed reduced to 0 until the end of their next turn (Searing Fury Only).
- Each creature in the lair must succeed on a DC 18 Strength saving throw or be thrown 30 feet away from the dragon and be knocked prone (Searing Fury Only).
Regional Effects
The region containing a legendary 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.
- 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.
Previous Versions
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