Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Fire Aura. At the start of each of the dragon's turns, each creature within 10 feet of it takes 10 (3d6) fire damage, and flammable objects not worn or carried ignite.
Keen Smell. The dragon has advantage on Wisdom (Perception) checks that rely on smell.
Shapechanger (Hybrid or Werewolf Form Only). The dragon can use its action to polymorph into a hybrid form or a humanoid werewolf form. It retains its dragon hit points and resistances but cannot use its wing attacks or fire breath in humanoid form.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite(Dragon) . Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) piercing damage plus 8 (3d6) fire damage.
Claw (Dragon). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Bite (Hybrid/Werewolf Form). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d6 + 5) to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) piercing damage plus 8 (3d6) fire 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.
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.
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 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.
Description
The creature before you is a nightmarish fusion of overwhelming draconic might and primal savagery. Its towering, Gargantuan form glistens with blood-red scales, each one seemingly aflame with an inner, molten glow. Smoke curls from its fanged maw, and its fiery eyes burn with an unrelenting hunger. Massive, leathery wings stretch wide, blotting out the light, their edges tipped with jagged, obsidian-like claws.
But what makes this beast even more horrifying is its grotesque hybrid nature. Its once-majestic draconic features are twisted, its limbs unnaturally elongated and sinewy, with fur bristling through cracks in its armored hide. Its hands and feet end in wicked, lupine claws, and a thick mane of black fur runs down its spine, merging with its spiked tail. The creature’s elongated snout is a gruesome blend of wolf and dragon, its slavering jaws dripping with molten saliva as it snarls with a guttural, echoing growl.
When it roars, the air trembles with infernal fury, and the ground beneath your feet cracks from the sheer heat radiating from its body. The acrid scent of sulfur mingles with the primal musk of a predator on the hunt, a smell that sends shivers down your spine. In its hybrid or humanoid forms, its intimidating presence does not diminish—it becomes leaner, faster, and far more unpredictable, its savage nature amplified by the curse of lycanthropy.
This is no mere dragon, nor a common werewolf. It is a creature forged in fire and shadow, an unholy marriage of destruction and bloodlust, and it will not rest until its enemies are reduced to ash or torn to pieces.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/13/2024 12:44:24 PM
|
2
|
2
|
--
|
Coming Soon
|
Comments