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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 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.
Fire 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 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.
Lair and Lair Actions
A Pink Dragon’s Lair
Pink dragons lair in grasslands,and forest. Flowerbeds with tree's and creek near by are the most highly prized pink dragon lairs, pollen wash over a dragon as it sleeps on a pile of gems.
A pink dragon spends as much of its time protecting it's hoard from invaders ,and leaving koblods to collect taxes. For a pink dragon, the great fields are it's kingdom which means it has more space then most other types of dragons
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
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:
- Pollen floats from a flowerbed on the ground the dragon can see within 120 feet of it, creating a 8-foot-high, 20-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Constitution saving throw, fall Unconscious on a failed save.
- Pollen rises air 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 Constitution saving throw 32(8d4s) poison damage on a failed save the creature takes full damage and is poisoned, on a successful save the creature takes half as much as a failed one and is not poisoned.
- Pollen form a flower field in a 45-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 pink dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Poisons plants are common within 6 miles of the dragon’s lair.
- all water within 1 mile of the lair will act as lesser healing potions.
If the dragon dies, these effects fade over the course of 1d10 days.
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