Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Sand Breath. The dragon exhales pure sand in a 60- foot rectangle that is 5 feet wide. Each creature in that rectangle must make a DC 19 Dexterity saving throw, taking 54 (10d10) regular damage on a failed save, or half as much damage on a successful one. Any creature caught in the rectangle will, no matter what, be blinded for the next turn.
Hypnotic Breath. The dragon exhales a ray of dizziness from their gaping maw in a 40-foot long line with a width of 3 feet. Each creature in that area must succeed on a DC 19 Constitution saving throw. On a failed save, the creature becomes confused and drops all gear they have in their inventory, all attacks against that creature have advantage and all of the creature's attacks get disadvantage until the confusion is cured.
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 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Crimson Dragon’s Lair
A crimson dragon usually lairs deep in the desert, usually burrowing underground, consumed by the sand until being awakened.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon causes any creature to drop all gear they have in their inventory, all attacks against that creature have advantage and all of the creature's attacks get disadvantage until the confusion is cured.
- A 30 feet wide and 30 feet long storm of sand originates at the dragon's point and travels forwards like 120 feet before dissipating. Any creature caught within the sandstorm takes [rollable](7d6) damage.
Regional Effects
The region containing a legendary crimson dragon’s lair is warped by the dragon’s magic.
- All areas within 3 miles of the dragon will be shrouded by sand, causing people's vision to be disrupted.
- Creatures within like 1 mile or something of the dragon will experience psychic visions sometimes or something I don't really know. Cool psychic stuff.
- Within its lair, the dragon can create visual illusions similar to if it were casting the major image spell.
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