Medium Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., Climb 30 ft., Fly 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws DEX +2, CON +5, WIS +2, CHA +4
Skills Perception +2, Stealth +2
Damage Immunities Fire
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Jellybean Tears. Albi can't cry on demand, but if someone insults him he may start to cry. Upon being insulted Albi must make a DC 15 Wisdom saving throw or begin to shed 1d10 tears. Each jelly bean tear restores 1 hp when someone eats it. Eating a jellybean tear takes 1 full action.

Reactions

Racial belittlement. Any creature that touches Albi, making skin-to-scale contact, is subject to this reaction. Albi makes a snarky remark belittling the subject based on racial stereotypes or by making generic racist comments such as, "Don't touch my tail, you'll make it dirty." The subject must make a DC 15 WIS saving throw or take 1d4 pshycic damage.

Description

Albi is a paunchy, overweight dragon. His wings seem like they could carry him somewhere with a great deal of effort. He is red with a golden-yellow belly, and glossy golden horns extend backward from just above his brow.

His posture doesn't convey much aggression, but rather a sense of desire for quiet evenings alone. He can be short and cantankerous, and condescends to creatures of other races.

The most notable characteristic is that Albi doesn't seem to understand why the local villagers don't like him. Perhaps, it's because he's so racist. To Albi, dragons are clearly a superior race, and any creature unwilling to exalt any dragon as a master of all things is stupid.

As a note, when Albi cries, his tears turn into jelly beans! Also, he loves bubblegum pie. 

Lair and Lair Actions

A Red Dragon’s Lair

The lair of the dragon is an overgrown cave in the side of a dormant volcano. Not ambitious enough to fight for his own cave, Albi inherited this cave from a great uncle, once removed. It's been in the family a long time, but it's in fairly poor condition. The volcano is no longer active. Needless to say, it's a fixer-upper.

There is a pile of rusty old relics that no longer have much real value in one corner of the cave that Albi has stolen from the houses of weak, old prey in the nearby village. He's very defensive and insecure about the quality of his loot.

 Along with his pile of loot, Albi keeps a horribly disfigured halfling boy for company. The boy used to live in the nearby village. However, during a trip to town Albi burnt the boy and the community teased him for his disfigurement so much that he decided to leave. He now hangs about and does chores for Albi.

 

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.
  • Albi's disfigured halfling servant may hurl disheartening insults at any 3 creatures in sight. The creatures being targeted must make DC 13 Wisdom saving throws. On a failed throw, the creature is terribly insecure about its race and has the effects of being poisoned for 10 rounds.

 

 

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. These creatures are usually small and sick.

If the dragon dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
5/20/2019 1:11:21 AM
7195
9
5e
Coming Soon
5/20/2019 1:13:48 AM
401
1
--
Coming Soon
Bice_Cold

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