| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 10 | +0 | +7 |
| CON | 29 | +9 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 15 | +2 | +9 |
| CHA | 27 | +8 | +8 |
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Enhanced Critical Hit. The dragon critically hits on a roll of 19 or 20.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version), Fireball (level 6 version)
3/Day Each: Silvery Barbs, Counterspell (level 4 version)
1/Day Each: Scrying, Wall of Fire
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can’t take this action again until the start of its next turn.
Orb of Fire (2 actions). The dragon casts Fireball (level 6 version). The dragon can't take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Shake the Weave (2 actions). The dragon can expend two legendary actions in order to cast Silvery Barbs or Counterspell (level 4 version) when a creature casts a spell within range.
Description
Ancient red dragons number among the most feared and destructive beings in the multiverse. Few can withstand the wrath of an ancient red dragon that turns its mind toward devastation. These dragons’ greed matches their ruinous potential, and they collect vast hoards studded with storied treasures and magic items. Their lairs frequently tap into volcanic depths and might pierce other planes of existence, bringing servants from the Elemental Plane of Fire or the Lower Planes into their service.
Red Dragons
Red dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.
Red dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they’ve collected. Should anything go missing, red dragons fly into rages. They don’t rest until their treasures are returned and the thieves have burned.
Red dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.
Bayzeg is a special ancient red dragon, created to be used against a specific party of adventurers who have gotten their hands on a large number of powerful magic items.
Lair and Lair Actions
Red Dragon Lairs
Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they’ve stolen from other creatures.
The region containing an adult or ancient red dragon’s lair is warped by its presence, creating the following effects:
Regional Effects.
Desertification. Precipitation is almost nonexistent within 6 miles of the dragon’s lair, making the land parched and arid and most plant life withered and brown.
Fiery Senses. The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon’s lair.
Ominous Flames. Open flames within 6 miles of the dragon’s lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.
Burning Heat. The area within 1 mile of the lair is an area of extreme heat. A burning creature or object takes an additional 1d4 Fire damage at the start of each of its turns.
Smoldering Haze. The area within 1 mile of the lair is Lightly Obscured with clouds of ash. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.
If the dragon dies or moves its lair elsewhere, these effects end immediately.
Lair Actions.
Noxious Smoke. A cloud of thick, dark smoke fills 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 Heavily Obscured. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be Poisoned until the end of its turn. The cloud lasts until initiative count 20 on the next round.
Searing Heat. Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.
Catch Breath. The dragon rolls a d6. On a 6, it recharges its breath weapon action.
Lair Rejuvenation. The dragon regains hit points equal to the number of Hit Dice it has by drawing on the magical energy suffusing its lair.
Lingering Breath. Any creature that took damage from the dragon’s breath weapon on the dragon’s previous turn immediately takes 10 (3d6) damage of that type, as the breath weapon’s energy lingers and clings to its targets.
Toughened Scales. Glowing magical energy swirls across the dragon’s scales, granting the dragon resistance to bludgeoning, piercing, and slashing damage until initiative count 20 on the next round.
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