Huge Dragon, Neutral Evil
Armor Class 19 (natural armour)
Hit Points 183 (18d12 + 80)
Speed 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws STR +11, CON +10, CHA +11
Skills Intimidation +11, Perception +5
Damage Immunities Necrotic
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 16 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.

Enervating Breath (Recharge 5–6). The dragon exhales a thick red gas in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.

 

Legendary Actions

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 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Covered in blood-red scales, garnet dragons are shorter from head to tail than average, sporting a muscular torso with broad wings, stocky limbs and a sturdy head, topped with four great black horns. Most notable, however, is the four great fangs inside their maw, easily four times larger than the rest of their teeth. Garnet dragons are carnivorous, but gain most of their enjoyment from the consumption of blood. As such, the red mist they exhale acts as a de-clotting agent, thinning the victim's blood to dangerously low pressure, and preventing it from coagulating after death.

Embodiments of vanity and hubris, garnet dragons place value in anything that can provide more political power, violent power, financial power or beauty to its life. As such, they tend to hoard vast sums of trade currency, and keep up with local minting conventions. At times, however, they will have coinage molten down to create more jewellery for them to wear.

Residing in gilded halls of their minions' creation, garnet dragons frequently play the role of count or lord of a region, allowing the elected or entitled humanoid sovereign to handle the busy work, but being the true power behind the throne (although not in secret). Tending to them at all times are their minions, be they loyal servants such as cultists or lizardfolk, or more unwilling servants.

Fiercely territorial, garnet dragons will publicly challenge any other dragon that enters its domain.

Lair and Lair Actions

Garnet dragons reside in polished and furnished environments, be it a subterranean court or a surface building. Floors paved with flagstones, gilded walls, decorated pillars, painted ceilings, portraits and landscapes upon the walls, fine and exotic furnishings, these can all be expected within their lairs, of course built to comfortably house such a giant creature, these lairs often feel like walking through the palace of a titan. Rarely more than a short flight (a day's travel) from the largest settlement it dominates, they feature a series of purposeful chambers, as well as many secret entrances and exits. Paranoid as ever, garnet dragons develop contingency plans for every situation.

Lair Actions

On initiative count 1 (losing initiative ties), the Adult Garnet Dragon takes a lair action to cause one of the following effects; the Adult Garnet Dragon can’t use the same effect two rounds in a row:

  • A cloud of the dragon's enervating mist shoots from a hole in the ground, filling a 15 foot sphere. Any creature that ends its turn in this area must make a DC 18 Constitution saving throw or take 54 (12d8) necrotic damage, or half this damage on a successful save.
  • The clang of a gargantuan bell rings throughout the room. Any creature within a 50 foot sphere (centred in a location of the dragon's choosing) must make a DC 17 Consitution saving throw or be deafened until the end of the next turn.

Regional Effects

The region containing a legendary Adult Garnet Dragon’s lair is under its influence, which creates one or more of the following effects:

  • Even on clear days, the sky always seems dimmer in a 5 mile radius of the dragon's lair.
  • All food eaten in a 6 mile radius has a metallic taste to it, similar to that of blood.

If the Adult Garnet Dragon dies, these effects fade over the course of 4d6 days.

Habitat: Urban

CringBrungus

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