Gargantuan Dragon, Typically Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 1764 (84d20 + 840)
Speed 60 ft., Is unaffected by difficult terrain, or by obstacles less than 30ft tall. , Climb 60 ft. Can Climb on any suitably rough surface capable of supporting its weight. When climbing on or off a surface or object less than 30ft in height, suffers no movement penalty to do so., Fly 240 ft. Due to it's immense size, an Ancient Red Dragon can fly extremely fast, but needs space, and a dedicated launch to do so. In order to take flight, it must perform a "Takeoff" action, travelling forwards and upwards 120ft in a straight line. Likewise, to touch down, it must perform a "Landing" action, travelling 240ft in a straight line (at least 60ft of which must be forwards). To remain airborne, the Ancient Red Dragon must maintain airspeed, and as such must spend a minimum of 180ft of its movement every turn it spends flying, else it will sink 10ft for every 20ft unspent. Furthermore, such an enormous creature is not supremely mobile, and must spend 90ft of diagonal movement to make a 90 degree turn in the air (it can expend up to half of this movement vertically to achieve a tighter turn).
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
22 (+6)
WIS
18 (+4)
CHA
28 (+9)
Saving Throws STR +18, DEX +8, CON +18, WIS +12, CHA +17
Skills Deception +25, Insight +10, Intimidation +25, Perception +20, Persuasion +16, Stealth +8
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic May be fluent in up to four additional languages, and broadly familiar with as many as ten.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Firepower. An Ancient Red Dragon is a living incarnation of fire, its molten core a blazing furnace of ever building heat. An Ancient Red Dragon begins combat with a Firepower value of 10, and can consume its Firepower to fuel a variety of actions and abilities. At the start of each of its turns the dragon replenishes 1d6 Firepower, up to a maximum of 10.

Frightful Presence. At the end of the dragon's turn, each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 25 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 3 turns, and has advantage on its saves against the dragon's Frightful Presence for a further 5 turns.

Hulking Colossus. So fast is an Ancient Red Dragon, so thick are its scales, that blades and spells alike struggle to cause it any meaningful injury. Whenever the dragon takes damage, it is first reduced by 15, in much the same way as the "Heavy Armour Master" feat works. If the damage dealt is a Critical Hit, it is instead reduced by 7.

Crushing Size. At such enormous sizes, a creature's entire body becomes a weapon. Whenever the dragon Lands, turns 90 degrees or more, or travels more than half its movement in a straight line, it threatens to crush nearby creatures under foot. Any creature of size Huge or smaller in its path (whilst walking or crawling), or within 15ft of it (whilst Landing or turning) is subject to a Tail Attack (at -5 to Hit).

Dragonfire. Of all kinds of flame, only Dragonfire and Hellfire can harm a Red Dragon. A Red Dragon is Immune to all fire damage, unless dealt by an Infernal creature or a dragon's breath, in which case it takes a quarter of the damage.

Actions

Multiattack. The dragon can make three attacks: one with its bite and two with its claws.

Grasping Talons. Whilst airborne, the dragon can choose to replace its claw attacks with a grab. If it does so, it makes a claw attack as normal, dealing half damage, and forces the target to succeed on a DC 26 Strength or Dexterity saving throw or become restrained. A creature can attempt a DC 26 Strength saving throw at the start of each of its turns, breaking free on a success. If the target creature is size Large or smaller, the dragon can freely move and fly whilst carrying it. If the target creature is size Huge, the dragon can freely move on the ground whilst holding it, but must successfully grab it with a second claw attack in order to fly whilst carrying it.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 34 (4d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., any number of targets within a 15ft arc or line which are in range. Hit: 26 (4d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., any number of targets within a 20ft arc. Hit: 30 (4d8 + 10) bludgeoning damage.

Fire Breath. The dragon expends 5 Firepower to breathe fire in a 150ft by 20ft cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. If flying, the dragon can expend an additional 5 Firepower to instead breathe fire in a 15ft radius beneath and slightly in front of itself for the full distance of its flight. If on grounded, it can instead expend the additional 5 Firepower to swing its head whilst breathing, extending the area of effect in an arc of up to 70 degrees. Surfaces hit by the flames remain on fire for 15 turns or until they are fully burnt away, with the lingering flames dealing 32 (8d6) to creatures caught in the fire on a failed DC 16 Dexterity saving throw, or half as much on a success.

Bonus Actions

 Searing Heat. The dragon's eyes glow blindingly hot and incandescent smoke rises from between its scales as it emits a wave of heat, becoming so impossibly fiery that the bonds of magic itself are melted and dispelled. As a bonus action, the dragon can end the effect of any spell placed on it, by expending Firepower equal to 1+the spell's level.

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. On a roll of 18 or higher it gains 120ft of Truesight until the start of its next turn.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 50 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed as it partially takes flight in an extended leap.

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

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.

Habitat: HillMountain

DoctorFossil

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