Gargantuan Dragon, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 403 (15d20 + 252)
Speed 60 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
20 (+5)
CON
20 (+5)
INT
15 (+2)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws DEX +12, CON +12, CHA +12
Skills History +11, Intimidation +23
Damage Immunities Acid, Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Hold Breath. The dragon can hold its breath for an hour.

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage, constructs take an additional 11 (2d10) acid damage, if a creature would be hit without its worn Metal armor or shield, non-magical items are destroyed and magical items take a -1 and are destroyed if they reach -5 (items can be restored by 1 through the mending spell or a smithing tools check DC (11+the amount of -1 it has)

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 16 (1d10 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 19 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.

Rust Breath (Recharge 6). The dragon exhales rust in a 120-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 30 (10d6) acid damage and 30 (10d6) fire damage on a failed save, or half as much damage on a successful one. All non-magical metal in the area is reduced to dust, and magical metal takes a -1 being destroyed when it reaches -5 (items can be restored by 1 through the mending spell or a smithing tools check DC (11+the amount of -1 it has), Constructs take double the damage.

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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The most destructive dragons,crimson dragons are the offspring of a red and black dragon, they enjoy seeing civilization crumble, similar to their purple cousins, crimson dragons destroy what is of no used to them, but crimson dragons don't do it quickly, they have been known to plan for so long that the town starves to death before it decides how to destroy them. Crimson dragons smell muggy and like ferrous soil. Their scales are a deep crimson with some shades of brown.

Hoard.

A crimson dragon’s hoard crimson dragons collect artifacts from civilizations they destroy, and implements of pain.

Lair and Lair Actions

Crimson dragons make their lair in the last place they destroyed typically insidethe cities keep, on occasion they will return to a previous conquest if the new one is unsatisfactory.

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:

  • Acidic mist fills a 15-foot cylinder that is 50-foot high in an area the dragon can see. The mist travels around obstacles but not through cover, creatures in the area must succeed on a DC 20 Dex save or take 10 (2d10) acid damage. Any time a creature enters the area or starts its turn in the area take 10 (2d10) acid damage. The effect lasts until the dragon uses this ability again, a strong gust of wind dissipates it, or the dragon dies.
  • The lair fills with 10ft. of salt water, the water retreats by 1ft. per turn.
  • The air in the room becomes oxygen rich, Creatures that breathe have disadvantage on all rolls, an open flame in the area causes the air to explode in an 80ft radius centered on the flame dealing 20 (2d10){"diceNotation":"2d10","rollType":"damage","rollAction":"Explosion","rollDamageType":"force"} this effect lasts for 1 round, until an explosion is triggered, or a strong gust of wind dissipates it.

Regional Effects

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

  • The air within 1 mile of the lair becomes extremely humid and salty
  • The water within 1 mile becomes acrid.
  • Metal within 1 mile of the lair rusts if it remains in the area for 24 hours.

If the dragon dies, the effects fade over 1d10 days. The metal that rusted remains rusted.

Previous Versions

Name Date Modified Views Adds Version Actions
12/29/2023 4:35:04 AM
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Habitat: Urban

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