Legendary Resistance (1/Day). 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.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) 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 20, +12 to hit with spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray, Meld into stone
1/Day: Fireball
The dragon can take 1 legendary action, 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.
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. The dragon can’t take this action again until the start of its next turn.
Rocky Escape. If next to the walls of its lair, the dragon uses Spellcasting to cast Meld into Stone on itself, and it can move up to half its Speed inside the stone. The dragon can’t take this action again until the start of its next turn.
Description
A glimmer of gold shines through the dark smokey cave. Vibrant red scales look almost rose-gold in the glint of the golden bangles adorning her breast and claws. Her body is long and serpentine, yet smaller than the adventurers expected. Despite the lavendar hanging at the entrance of her lair, the sulfer smell eminating from her scales is unmistakable.
The left side of her face is covered in dark, almost charcoal scales still erupting in steam. Her entire right wing is blackened, torn, and lame. Her tired golden eyes dart around, as if she still is not over whatever charred her so.
Lair and Lair Actions
Valakan’s Lair
The palace in Initari stands insanely tall and impressive for any castle, but the active volcano behind it stands even taller, casting its gargantum shadow over the nation every day at sunset. Trekking the mountain is no easy feat for even the most determined adventurers, especially with the mists and otherwordly fissures attempting to gobble them up and lead them off course. The entrace to her lair has jagged teeth biting down into the the earth and up towards the heavens. Inside, lava streams flow freely down the hallways, and every entryway has large golden braisers burning lavender. Most rooms are littered with traps, and even the most intelligent among the party is never able to detect them all. Deep in the heart of her cave, she sleeps under a waterfall of lava every night to rejuvenate her impossibly shiny scales.
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.
- Strange volcanic gases form a dream-like mist 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 Wisdom saving throw or be charmed until the end of its turn. While charmed 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:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesnt obscure anything. The mists make anyone within them hallucinate the image of Vala'kan flying out of the corner of their eye.
- Rocky fissures within 5 miles 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.
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