Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. Ahneus makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 1d10 + 10 piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (1d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (1d8 + 10) bludgeoning damage.
Fire Breath (Recharge 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 (26d6) fire damage on a failed save, or half as much damage on a successful one.
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 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Anheus the Red reeks of death and fire. Smoke and steam constantly come from his overheating mouth and his sharpened claws constantly shine from his own fire. A large frill stands along the spine of the dragon's crimson back.
Lair and Lair Actions
Ahneus the Red’s Lair
Ahneus the Red's lair is deep in the heart of the red mountain. Deep in the fiery pits he resides building power and scorching the land around the cavern. The immense volcanic acivity of the volcano makes it hard to even endure the presense of the lair.
His hoard is well protected in the mountain but he spends just as much time in as out of the volcano, always looking to push back the forces of the tree gods and to finally take their land.
Throughout his lair and in the surrounding area, his dragonborn followers erect statues in his honour and kill nature and its creatures in order to expand his area of control and death.
Lair Actions
On initiative count 1 (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 18 (5d6) 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 Ahneus’s lair is warped by his magic, which creates the following effects:
- Small earthquakes are common within 4 miles of the dragon’s lair.
- Water sources within 10 miles of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 0.5 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.
If the dragon dies, these effects fade over the course of 2 days.
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