2nd level (3 slots): blur, flaming sphere, scorching ray
3rd level (3 slots): counterspell, fireball, lightning bolt, slow
4th level (3 slots): confusion, dimension door, fabricate
5th level (2 slots): conjure elemental, wall of fire, wall of force
6th level (1 slot): chain lightning, true seeing
7th level (1 slot): reverse gravity, teleport
8th level (1 slot): maze, power word stun
9th level (1 slot): prismatic wall
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 20 ft., one target. Hit: 21 (4d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 17 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 19 (4d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 21 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 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.
Invisibility. The dragon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
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 20 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (4d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The largest of all non-divine dragons is a result of an magical experimentation that infused a Red Dragon Egg with the demonic soulstuff of an Imp before the last quarter of the incubation period, when it will be endowed with consciousness, to inhabit the draconian embryo and transforming it, while undergoing magical enhancement for several months, until the Imp finally reborn in the form of the dragon Ancalagon.
Its creator did not know that his ambition and delusion of grandeur would contaminate Ancalagon so that its desire to rule eclipsed its loyalty and contentment to serve. The titanic dragon was secretly collecting souls from other creatures to become a true Lord of Hell, initiating an unprecedent crisis between the two companions. His master do no accepted that Ancalagon extended his powers at the expense of innocent souls of the material plane. but also refused to accept its departure, in his view, meaningless.
Ancalagon eventually conceded that he could rule Toril, starting his rightful territory, the Vilhon Reach, resulting in a definitive war against his former master. The wizard could not accept that his creation continued his reign of terror, but the demonic dragon knew many of the wizard's secrets and was created to be among the most powerful creatures ever born.
The magician fought the battle of his life, and finally was capable to imprisoning the dragon in to the Nine Hells of Baator. Permanently imprisoned in Stygia, the fifth layer of Hell, a vast frozen ocean dominated by glaciers and icebergs, Ancalagon took the form of a Pit Fiend and began its quest for power, managing to dominate Tantlin, the Ice City, the largest city on the layer, built on top of a glacier on one of the shores of the Styx River from which it plans to usurp the power of Levistus.
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:
- 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 21 (6d6) 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 a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile 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 1d10 days.
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