Animated Breath. Whenever Aiverith uses his breath weapon, it comes to life as animated breath (See in Fizban's Treasury of Dragons page 163).
Dragon Blood Ooze. Every time Aiverith is damaged with a weapon that deals 30 slashing bludgeoning or piercing damage all at once, his blood becomes a dragon blood ooze (see Fizban's Treasury of Dragons page 182
Spellcasting. Aiverith is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +14 to hit with spell attacks). Aiverith has following Wizard spells prepared:
Cantrips (at will): Acid Splash, Chill Touch, Create Bonfire, Fire Bolt, Mage Hand, Message, Sword Breath
1st level (34 slots): Burning Hands, Cause Fear, Charm Person, Detect Magic, Jim's Magic Missile
2nd level (30 slots): Aganazzar's Scorcher, Arcane Lock, Blur, Detect Thoughts, Earth Bind, Hold Person, Levitate, Invisibility, Ray of Enfeeblement, Suggestion
3rd level (29 slots): Animate Dead, Catnap, Counterspell, Fear, Feign Death, Fireball, Haste, Lightning Bolt, Sending, Slow, Summon Undead, Tidal Wave, Vampiric Touch
4th level (23 slots): Banishment, Black Tentacles, Charm Monster, Confusion, Dimension Door, Fire Shield, Hallucinatory Terrain, Control Water, Greater Invisibility, Polymorph, Sickening Radiance, Storm Sphere, Summon Construct, Summon Elemental, Wall of Fire
5th level (20 slots): Animate Objects, Bigby's Hand, Cone of Cold, Contact other Plane, Control Winds, Creation, Dawn, Dominate Person, Dream, Enervation, Hold Monster, Modify Memory, Scrying, Telekinesis, Infernal Calling, Wall of Force, Wall of Light
6th level (16 slots): Arcane Gate, Chain Lightning, Circle of Death, Create Undead, Disintegrate, Eyebite, Fizban's Platinum Shield, Flesh to Stone, Instant Summons, Investiture of Flame
7th level (12 slots): Delayed Blast Fireball, Finger of Death, Plain Shift, Power Word Pain, Project Image, Teleport, Whirl Wind
8th level (7 slots): Antimagic Field, Dominate Monster, Feeblemind, Illusory Dragon, Incendiary Cloud, Maddening Darkvision, Power Word Stun
9th level (6 slots): Blade of Disaster, Foresight, Mass Polymorph, Meteor Swarm, Time Stop, Weird
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 34 (6d10) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 34 (5d10 + 10) slashing damage plus 16 (3d10) fire damage
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (4d12 + 20) bludgeoning or piercing damage (your choice).
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 (28d10) fire damage on a failed save, or half as much damage on a successful one.
Spells. The dragon casts a spell shown in the special traits description.
Frightful Presence. The dragon uses its Frightful Presence.
Counterspell. If a creature casts a spell 30ft away or more, the dragon can cast counterspell at 3rd level.
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 38 (5d12 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Spells. The dragon casts a spell shown in the special traits description.
Arcane Spear. Aiverith creates 4 spears of magical force. Each spear hits a creature of his choice that it can see with 120 feet of it, dealing 12 (2d10) force damage, then disappears.
Bite. Aiverith makes one bite attack.
Fiery Flare. Aiverith flares with fiery energy, each creature in a 60-foot radius sphere must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) fire damage.
Description
A massive armored red body and a long neck going up to a head with two spiraled horns that curve and almost touch his head. Fiery breathe that is said to be able to kill anyone it is touched by. An unusually long tail with a damaged spike on the end. Spikes running all the way down his spine and down his tail that seem to always be covered in fresh blood from his unfortunate victims.
The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures.
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. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.
The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.
Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.
Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.
No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.
Status and Servants. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.
When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.
Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.
A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.
Lair and Lair Actions
the dragon dwells in the city of Stormhalt, Kylandria, Aiverith made it its home because he seeks to rob the city of all its resources and take over Sovlania.
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.
If the dragon dies, these effects fade over the course of 1d10 days.
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