Huge Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 253 (17d12 + 85)
Speed 30 ft., Fly 70 ft.
STR
23 (+6)
DEX
10 (+0)
CON
25 (+7)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +6, CON +13, WIS +7, CHA +9
Skills Intimidation +0, Perception +11
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Multiattack. The dragon makes five attacks: three with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) fire damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 20) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 20) 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 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.

Magma Breath (Recharge 5–6). The dragon exhales magma in a 60-­foot cone. Each creature in that cone must make a DC 17 Dexterity saving throw, taking 54 (24d8) acid 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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

a maroon dragon live in volcanos and is the evloved version of a red dragon. these came about from an elite linage of red dragons

Lair and Lair Actions

Maroon dragons dwell in swamps on the frayed edges of civilization. A maroon dragon’s lair is a dismal cave, volcano, or burning ruin that is at least partially flooded with lava, providing pools where the dragon rests, and where its victims can burn. The lair is littered with the burned bones of previous victims.

Regional Effects

The region containing a legendary maroon dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, due to the rocky tarain.
  • Lava sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • every creture within takes 1d4 fire damage every turn

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: Mountain

HudHammerHunter

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