Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 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 can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) 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.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire 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 15 feet of the dragon must succeed on a DC 22 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.

Mythic Actions

In addition to the abilities listed in the stat block, the dragon has acces to the following special effects. For a truly Epic Encounter, the dragon may use one of these abilities as it's action. Don't overuse these, as they are very powerful.

Tail Lash. Whenever a player character moves behind the dragon, it may make this attack +14 as an immediate free reaction, doing (1d8) bludgeoning damage and knocking the player character back 10 ft. in a straight line.

Lord of Fire. Whenever the dragon attacks, its first target must succeed at a DC14 Wisdom saving throw or become stunned with paralyzing fear for 1 round. Afterwards the victim is shaken so much that they suffer disadvantage on all attacks for 1d4-1 rounds unless they pass a DC14 Wisdom saving throw.

Immolation. It strikes the first target it encounters, unless they succeed on a DC14 Dexterity saving throw. This concentrates the dragon's Fire Breath attack into a straight line 5 ft. across. The range of the Fire Breath attack is increased by 30 ft. and inflicts and extra (3d8) fire damage.

Heat Up. When the dragon reaches half health it immediately recharges its Fire Breath attack.

Summon Minions. As an action the dragon calls upon the following: (1d6+4) Fire Brand Kobolds.

Wall of Fire. Channeling its flame with precision, the dragon creates a wall of flame across the cavern, driving the player characters apart, It aims this ability in an attempt to split the party in two. This wall of flame lasts for 1d4-1 turns. Passing through the flame incurns (1d8) fire damage.

Lava Pools. If a player character is pushed into one of the lava pools, they take (3d8) fire damage per round until they clamber out. Should they be immersed in the pool for more than three rounds, they are killed.

Lava Pool Explosion. With a mighty blow of its tail and wings, the dragon detonates the lava pools, flinging magma into the air to rain down on the player characters' heads. Every player must make a DC14 Dexterity saving throw or suffer (1d8) fire damage from falling debris.

Magma Eruption. A new lava pool opens in the centre of the cavern with a width and lenght of 10 ft.. Any player character within 5 ft. of the pool as it opens must succeed on a DC14 Dexterity saving throw or take (1d8) fire damage as the intense heat and roiling magma scalds them. The new lava pool remains in place for the duration of the combat.

Tremors. The cavern trembles as the earth shakes violently. 1d4 rounds after the new lava pool opens, the player character and the dragon must make a DC14 Dexterity saving throw or be knocked prone, as the after-effects of the seismic event throws them off their feet.

Gas Leak. A pocket of gas has been disturbed by the volcanic seizures gripping the cavern. Any player character within 10 ft. of the new lava pool must make a DC14 Constitution saving throw or take (2d8) poison damage. Any player character who fails also becomes poisoned until they succeed on a DC14 Constitution saving throw.

Lava Diving. As an action, when within 10 ft. of a lava pool, the dragon can lap into the pool. This does however, incur an attack of oppertunity for any player characters within range. On its next turn, the dragon can then appear at any of the other lava pools leaping from the pool as an action.

Hovering Beast. As an action, the dragon can choose to hover, using its wings to suspend itself above the ground and send piles of treasure tumbling in all directions. It may do so for a number of rounds equal to half its Constitution modifier (rounded down). This adds +3 to its AC for the number of rounds it hovers to all melee attacks. Any player character within 10 ft. of the dragon when it uses this action must make a DC14 Strenght saving throw or be knocked prone.

It's All Mine!  As an action the dragon can cause a wave of gold to come crashing down. The wealth wave forces players to dodge, on a DC14 Dexterity saving throw, or be knocked prone. Half of the dragon's wealth is also destroyed!

Run, Little Things! When it has reached 0 hit points, the dragon can self-destruct, unleashing a vast wave of fire wich burns everything it touches to ash. Any creature within 20 ft. of the dragon as it explodes must make a DC14 Dexterity saving throw or take (3d8) fire damage.

Description

Adult Red Dragon from the Lair of The Red Dragon Epic Encounters set

Previous Versions

Name Date Modified Views Adds Version Actions
5/25/2024 9:14:14 AM
2
0
--
Coming Soon
6/13/2024 9:27:45 AM
3
0
--
Coming Soon

Habitat: HillMountain

Cavinbrya

Comments

Posts Quoted:
Reply
Clear All Quotes