Medium Dragon, Typically Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., Climb 30 ft., Fly 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws DEX +3, CON +6, WIS +3, CHA +5
Skills Perception +4, Stealth +2
Damage Immunities Fire
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Draconic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Searing Presence. Any creature that starts its turn within 5 feet of the dragon takes 3(1d6) fire damage.

Illumination. The dragon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Molten Breath (Recharge 5-6). As part of the dragon's Fire Breath attack it can cause one creature caught in it to make a DC 14 Constitution saving throw or have one nonmagical item of the dragon's choice that the target is carrying instantly melt or burn to cinders.

Legendary Actions

The dragon can take 2 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.

Bite Attack. The dragon makes a bite attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 14 Dexterity saving throw or take 7 (1d8 + 3) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

Lair and 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:

  • Lava pools around the lair bubble as 2 Magma Mephits spout forth from them.
  • Smoke ripples around the lair as 2 Smoke Mephits spring forth.
  • 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 12 Dexterity saving throw or be knocked prone.

 

avalirs_heart

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