Huge Dragon, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Climb 25 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +6, CON +9, WIS +5, CHA +7
Skills Perception +11, Stealth +7
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can replace the claw attacks with fireballs.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage.

Fireball. Ranged Weapon Attack: +11 to hit, range 15/60 ft., one target. Hit: 11 (2d10) 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 16 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 55-­foot line that is 5 feet wide or in a 50-foot cone. Each creature in that line must make a DC 17 Dexterity saving throw, taking 49 (9d10) fire damage on a failed save, or half as much damage on a successful one.

Siege Lockdown (Recharge 6). The dragon makes a Fireball attack on a siege weapon or Huge or larger hostile creature that it can see within 60 ft of it. On a hit, the target takes no damage, but must succeed on a DC 15 Strength saving throw or be restrained for 1 minute. While restrained in this way, the target can't take reactions.

Legendary Actions

The dragon can take 2 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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Common Red Dragon’s Lair

Common 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 common 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 common red dragon spends as much of its time outside the mountain as in it. Though common red dragons care little for wealth, they hoard large amounts of it to raise their position to seem more like their far larger cousins.

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 10-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 30-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 14 Dexetrity saving throw or be knocked prone.

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 3 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, the Nine Hells, or the Abyss, allowing creatures of those respective planes into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d8 days.

Habitat: CoastalDesertHillMountain

Dragonekillax2

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