Legendary Resistance (4/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.
Necrotic Breath (Recharge 6–7). The dragon exhales a black smoke in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 72 (21d6) 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
A once powerful red dragon feared by all, fell to the same rot all other creatures did. This old beast nearly mirrors the image of a red dragon, but it's flesh is rotting, it is completely covered in scars, and many of it's bones are visible.
Lair and Lair Actions
Lair.
This dragon, and potentially many others like it, can be found in the deep dark pits of old and forgotten civilizations. Over time, the landscape around the macabre red dragon sort of entombs the once great beast, creating a permanent home.
Lair Actions.
The only real notable thing about the pits thees creatures can be found in, is the profound amount of corpses littered about. Zombies, skeletons, and even wights may just awaken during the battle. They only serve to make the already intense fight, even worse for adventurers. *Left up to DM discretion.*
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