Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) plus 7 (2d6) fire 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 60 feet of the dragon and aware of it must succeed on a DC 18 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 45-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 59 (17d6) fire damage on a failed save, or half as much damage on a successful one.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
1/day each: bane, dominate person, heat metal, hypnotic pattern, suggestion
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:
Quaking Ground. 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.
Searing Heat. Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.
Regional Effects
The region containing a young adult red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
Common Tremors. Small earthquakes are common within 6 miles of the dragon's lair.
Sulfuric Taint. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
If the dragon dies, these effects fade over the course of 1d6 days.
Previous Versions
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