Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Regeneration: Vermithor regenerates 20 hp / round during combat or 5 hp / minute out of combat . If he falls below zero hit points while not in his lair, he must immediately break off combat and attempt to return to his lair. Every additional round he takes damage, it must make a constitution save with a DC = amount of damage. If it fails, it dies.
If Vermithor reaches his lair he will immediately fall into a deep sleep for 24 hours. He will regenerates 20 hit points each hour. During this sleep he has disadvantage on perception checks, but will be wakened if attacked.
If he falls to or below zero hit points in his lair, he dies.
Bloodied: When Vermithor falls to half hit points his breath weapons recharge. From that point on he gets and additional legendary 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 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Vermithor may attempt to grapple anyone hit with a claw attack, DC 18 Str or Dex save. If he grapples, he may not attack with that claw again, but inflicts damage automatically. Anyone so grappled may attempt to attack Vermithor at disadvantage. Anyone grappled may attempt to break free at the end of each action by repeating the save.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 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, 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Fire Lance (Recharge 4–6). +14 to hit. The dragon exhales fire in a 120-foot lance, as a single target attack. doing 63 (18d6) fire damage on a successful hit.
Wall of Fire: (Recharge 4–6). Vermithor may use his breath to lay down a wall of fire . The attack has a 60 foot range and may extend up to 120 feet. It functions the same as Wall of Fire except the circular wall is not an option and the damage is 31 (9d6)
Note the three breath attacks are NOT on the same timer, however the dragon cannot perform any other breath attack on the round after it performs Fire Breath, unless the fire breath recharged that round
Spellcaster - Spell DC 22
The dragon can take 4 legendary actions (5 if bloodied), 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.
Legendary Resistance . If the dragon fails a saving throw, it can choose to succeed instead by using a legendary action
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 20 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Burst of Speed. The dragon moves at it's flying speed
Cast a Spell: The dragon casts one of it's spells
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 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 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 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.
- Scrying and communication spells tend to be disrupted when crossing into or out of the region. Teleportation into or out of the region is impossible. However Scrying and teleportation work normally within the region
If the dragon dies, these effects fade over the course of 1d10 days.
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