| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +18 |
| DEX | 10 | +0 | +8 |
| CON | 29 | +9 | +17 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 15 | +2 | +2 |
| 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.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 4 version), or use Gaseous Alcohol Breath.
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.
Gaseous Alcohol Breath. The dragon exhales a 60ft cone of Gaseous flammable vapor that smells like vomit and rotten eggs. Constitution saving throw: DC 24, each creature in a 60-foot cone. Failure: The target is poisoned, and starts suffocating. Success: The target starts suffocating. If a creature in the cone or entering it has an open flame, magical or otherwise, the area bursts in flames. Dexterity Saving Throw: DC 24, each creature in the 60-foot cone. Failure: 66 (16d6) fire damage. Success: Takes 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 24, +15 to hit with spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 4 version)
Numbing Pain. The dragon uses a bonus action to gain 40 temporary hit points. While the dragon has these hit points, he has immunity to poison and all conditions except for the prone, grappled, and restrained condition.
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.
Intoxicated Presence. The dragon uses Spellcasting to cast Command (level 2 version) using either Grovel or Halt. The dragon can’t take this action again until the start of its next turn.
Fiery Belch. The dragon uses Spellcasting to cast burning hands (level 4 version). The dragon can’t take this action again until the start of its next turn.
Drunken Roll. The dragon rolls for half its Speed, causing all creatures in the area to dodge away. Dexterity Saving Throw: DC 22, each creature in the area the dragon moves. Failure: 30 (10d6) bludgeoning damage, and goes prone. Success: Half damage.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
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:
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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3/25/2025 3:09:14 AM
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3
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1
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Coming Soon
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