| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +18 |
| DEX | 15 | +2 | +10 |
| CON | 25 | +7 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +5 |
| WIS | 15 | +2 | +10 |
| CHA | 5 | −3 | +2 |
Legendary Resistance (3/Day, or 4/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.
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.
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.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
bond. (Can only use once until bond is broken) offers the player its loyalty and fellowship, bonding them telepathically
Description
Dragons are winged reptiles that spit fore, they walk on their wings like wyverns, as adults they are huge creatures.
Lair and Lair Actions
Dragon lairs can be anything from a small dugout in a hill to a massive maze like cave system. Dragons typically nest and breed in volcanic environments, though it isn’t uncommon for them to simply migrate from there actual nests to volcanic regions. In a 1 mile radius around their lair anything with a WIS score more than 15 can sense the dragon and speak limited Valyrian. In the dragons lair they can ping anything within their lair once per five turns, so they know exactly where you are.
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