Legendary Resistance (4/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.
Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d10 + 11) piercing damage plus 7 (2d6) fire damage. If the Dracolich bites a creature large or smaller they become restrained. Creatures can use their action to make a Strength check DC 20 to escape. if the Dracolich takes damage of 15 or higher it must make a continuation save or drop the creature. the Dracolich cannot use its bite or breath attack while a creature is in its mouth.
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 dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 20 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 dracolich's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The dracolich exhales fire in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 72 (24d6) fire damage on a failed save, or half as much damage on a successful one.
Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The Ancient Red Dragcolich can cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
random bull
As a reaction, the Ancient Red Dracolich can cast the Shields spell 4/day.
The dracolich 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 dracolich regains spent legendary actions at the start of its turn.
Bite Attack. The dracolich makes a Bite attack.
Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
Breath Recharge (Cost 3 Actions) The Dracolich recharges its breath weapon.
Lair and Lair Actions
Dracolich's Lair
Regional Effects
The region containing a legendary red dracolich's lair is warped by the dracolich's magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dracolich's lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dracolich's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dracolich dies, these effects fade over the course of 1d10 days.
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