Huge Dragon (Devil), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 60 ft., Climb 60 ft., Fly 80 ft., Burrow 40 ft. 40 ft. = 4 Rounds
STR
27 (+8)
DEX
28 (+9)
CON
25 (+7)
INT
20 (+5)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +15, CON +13, WIS +7, CHA +11
Skills Acrobatics +23, Perception +18, Performance +23, Stealth +17
Damage Vulnerabilities Bludgeoning
Damage Immunities Acid, Fire
Condition Immunities Invisible, Petrified
Senses Tremorsense 120 ft., Truesight 60 ft., Passive Perception 23
Languages Draconic, Ignan, Infernal, Terran
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Enraged. When the dragon is enraged it gains the following benefits:

  •  When enraged the dragon gains advantage on strength checks and strength saving throws
  •  When enraged the dragon gains fire damage on all of its attacks
Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage & 7 (2d6) acid damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 7 (2d6) acid damage, Plus 7 (2d6) fire damage when enraged.

Stinger. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 7 (2d6) acid damage and 7 (2d6) poison damage, Plus 7 (2d6) fire damage when enraged.

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.

Pyro-caustic 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 43 (9d6) fire damage plus 43 (9d6) acid damage on a failed save, or half as much damage on a successful one.

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.

Stinger Attack. The dragon makes a stinger 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 plus 7 (2d6) fire damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The odor of sulfur and ash surrounds a Pyrocaustic dragon, whose swept-back horns and spinal frill define its silhouette. Its pupils glow a laser red at all times, and its scales light up yellow & orange when it is enraged.

 

Lair and Lair Actions

A Pyrocaustic Dragon’s Lair

Pyrocaustic dragons lair in the Nine hells and active volcanos, dwelling in Vulcanic caverns, within the volcano's peak and anywhere within the nine hells.

 

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.
 

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.

Monster Tags: Devilfiend

Wiivern

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