Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Heat Vents. The dragon has gills along its neck that vent excess heat. The gills have an AC of 18, and creatures have a -5 penalty on attack rolls to hit the gills. Hitting the gills deals damage to the dragon as normal. Once the dragon has taken 50 damage in this way, it's breath weapon recharges on a roll of 6 only, instead of a roll of 4-6, and the dragon can no longer use its smoke breath.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 19). The dragon can innately cast the following spells, requiring no material components:

1/day each: bane, dominate person, heat metal, hypnotic pattern, suggestion

Legendary Resistance (3/Day, 4/day in lair). If the dragon fails a saving throw, it can choose to succeed instead, and attack rolls against the dragon have advantage until the start of the dragon's next turn.

Siege Monster. The dragon deals double damage to objects and structures.

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.

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, and the target must succeed on a DC 22 Strength saving throw or be knocked prone.

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. When frightened, a creature drops anything it is carrying and must use its reaction to move up to its speed away from the dragon. 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 4–6). 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, and if it is a creature or a flammable object, it ignites, or half as much damage and does not ignite on a successful one. A target that ignites takes 5 (1d10) fire damage at the start of each of its turns until a creature takes an action to douse the fire.

Bonus Actions

Smoke Breath. After the dragon uses it's fire breath the dragon exhales smoke and ash in a 40 foot cube originating from the dragon. Each creature in that area must succeed on a DC 21 Constitution saving throw or be blinded until the end of the dragon's next turn.

Reactions

Ignited Fury (Recharges After a Short or Long Rest). When the dragon is reduced to 128 hit points, it wreathes its body in flames. For 1 minute, the dragon sheds bright light in a 30-foot radius, and dim light out to another 30 feet. Whenever a creature hits the dragon with a melee attack while within 5 feet of it, it takes 7 (2d6) fire damage, and the dragon's claw and tail attacks deal the same amount of extra fire damage.

Wing Block. When the dragon takes damage, it can use its wings to intercept the source of the damage, reducing it by half. The dragon's flying speed is then reduced by 20 feet until the end of its next turn.

Legendary Actions

The dragon can take 3 legendary actions, or 4 when in its lair, 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.

Challenge. The dragon taunts a creature within 60 feet of it that can hear it. The target must succeed on a DC 19 Wisdom saving throw or have disadvantage in attack rolls against creatures other than the dragon.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Burst (Costs 2 Actions). The dragon beats its wings as fire bursts around it. 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. During this movement, each creature the dragon moves within 10 feet of takes 10 (3d6) fire damage.

Lair and Lair Actions

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.
  • 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 take 10 (3d6) poison damage, and be poisoned until the end of its turn. The cloud lasts until initiative count 20 on the next round.
  • 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.

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.
  • The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair.
  • 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.

If the dragon dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
6/15/2025 5:30:19 AM
8
2
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Coming Soon

Habitat: HillMountain

Darastrix_the_kobold

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