Legendary Resistance (3/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 bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire 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 21 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 90‐foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
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 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.
Lair and Lair Actions
A Bone Dragon’s Lair
Bone dragons lair underground or dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with Dark backgrounds of battle and death are the most highly prized bone dragon lairs, creating hazards that hinder intruders and letting the stench of death and rotting corpses wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a Bone dragon spends as much of its time outside It's lair as in it. For a Bone dragon, Bone dragons loved to instill fear and terror in the hearts of "Mortals" Bone dragons live for 3 times as long as regular dragons but for thousands of years they have been in hiding.
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:
- A Chasm opens up in the ground 60 feet long 10 feet across. any creature in its radius must succeed on a DC 21 dexterity check or take 6d12 bludgeoning damage
- 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.
- 2d6 + 3 Cracks and 1d4 - 1 fissure open up in the ground. Cracks. 2d6 skeletons and 2d4 -1 Greater Zombies emerge from each crack. roll individually for each crack. Fissures. 25% chance to have a beholder zombie. a 10% chance to have a Demi lich and 1d4 + 1 Greater zombies
Regional Effects
The region containing a legendary Bone 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 Poisoned and any creature who drinks must succeed on a DC 19 constitution saving throw or take 11d8 poison damage or half as much on a successful one. if the creature is evil in alignment they take halve the damage. (so an evil creature who succeeds on the saving throw takes 1/4 of the damage)
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Shadowfell, allowing creatures from the Shadowfell into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.