Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Colossal. The dragon is considered Colossal sized (on grid: 60 ft. by 60 ft. or larger). This means that its hit dice are d20 + 5 [Example: 2d20 + (5 x CON modifier) + (2 x CON modifier)].
Searing Scales. When a creature without fire resistance starts its turn within 10 feet of the dragon, it takes 5 (1d10) fire damage and catches fire and begins to burn. Until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns.
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: +18 to hit, reach 20 ft., one target. Hit: 25 (4d6 + 11) piercing damage plus 16 (3d10) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (2d10 + 11) slashing damage + 1 fire damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 24 (2d12 + 11) 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 24 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 95-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 115 (33d6) fire damage on a failed save, or half as much damage on a successful one.
Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The dragon can innately cast the following spells, requiring only verbal components:
At Will: control flames, thaumaturgy, mind sliver, bane, heat metal, scorching ray, suggestion, fireball
2/day each: hypnotic pattern, haste, dominate person, erupting earth, locate creature, fire storm, power word pain, power word stun
5/day: move earth, feeblemind, plane shift, power word kill
2/day: meteor swarm
1/day: Mavin's create volcano
Manipulate Flames. As a reaction to a creature within 90 feet of the dragon and within 60 feet of a flame hitting it with an attack or harmful spell, the dragon may force the attacker to succeed on a DC 25 Dexterity saving throw or take 9 (2d8) fire damage and catch fire. Until a creature takes an action to douse the fire, the creature takes 6 (1d12) fire damage at the start of each of its 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Billowing Wings. The dragon shrouds itself in smoke, then immediately moves up to half its speed. The area in 50 foot radius becomes heavily obscured until the end of the dragon's next turn.
Inhale (Costs 2 Actions). The dragon rolls to recharge its breath weapon. If it succeeds, it regains 2d6 hit points.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 18 (2d6 + 11) bludgeoning damage + 1 force or fire damage (dragon's choice) and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Strength score: 33 (+11), Constitution score: 32 (+11)
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 25-foot-high, 10-foot-radius geyser. Each creature in the geyser’s area must make a DC 17 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 19 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 takes 1 poison damage + 1 fire damage must succeed on a DC 15 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 10 miles of the dragon’s lair.
- Water sources within 3 miles of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 3 miles of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
- Spells that deal fire, poison, psychic, or necrotic damage that are cast within 2 miles of the dragon's lair gain a +1 bonus to damage dealt.
If the dragon dies, these effects fade over the course of 1d10 days.
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