Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Terrible Vomit. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Terrible Vomit. The dragon vomits in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, on a failed throw, the creature becomes poisoned for 1d8 turns.
Ale Breath (Recharge 5–6). The dragon exhales ale in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, on a failed throw, the creature becomes incapacitated for 1d6 turns.
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.
Sleep. The dragon falls asleep for 1 turn and regains 3d10 HP.
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 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.
Description
The odor of strong ale surrounds a drunk dragon, whose curly horns and spinal frill define its silhouette. Its beaked snout vents snot at all times, and its eyes dance with flame when it is angry.
Lair and Lair Actions
A Drunk Dragon’s Lair
Drunk dragons lair in huge bars found in mountains. They construct them as homes over thousands of years. After years in the bar, colored dragons become drunk.
With its ale well protected deep within the lair, a drunk dragon spends as much of its time outside the bar as in it. For a drunk 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 make into a bar.
Throughout the bar 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:
- Red hot ale 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.
- Evaporated ales 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.
- Bars within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Any bit of alcohol within 30 miles flies into the lair of the dragon.
If the dragon dies, these effects fade over the course of 1d10 days.
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