Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 410 (19d12 + 233)
Speed 60 ft., Climb 60 ft., Fly 120 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +8, CON +15, WIS +9, CHA +13
Skills Perception +13, Stealth +6
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Psychic, Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Telepathy, Undercommon
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws or  two with its elemental breaths.

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.

Cold breath (recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 constitution saving throw taking 54 (12d8) cold damage on a failed save, or half as much on a successful one

poison breath (recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone each creature in that area must make a DC 18 constitution saving throw taking 56 (16d6) poison damage  on a failed save or half as much on a successful one.

acid breath (recharge 5-6). The dragon exhales acid in a 60 foot line that is 5 feet wide. Each creature in that line must make a DC 18 dexterity saving throw taking 54 (12d8) acid damage on a failed save, or half as much on a successful one.

Lightning breath (recharge 5-6). The dragon exhales lightning in a 90 foot line that is 5 feet wide. Each creature in that line must make a DC 19 dexterity saving throw taking 66 (12d10) lightning damage on a failed save, or half as much on a successful one 

 

 

Reactions

Heads of a hydra. Heads grow back when sliced off. Neck is a weak spot so ask PCs were  they are planning to attack

Legendary Actions

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 ultra dragon, whose many heads  and spinal frill define its silhouette. Its beaked snout vents smoke and electric power (for its fire and lightning heads )at  times, and its eyes dance with flame when it is angry.

 

Lair and Lair Actions

A Ultra dragons Lair

an Ultra  dragons lair is in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with elemental activity in the underdark are the most highly prized ultra dragon lairs, creating hazards that hinder intruders and letting the elements  wash over a ultra dragon as it sleeps.

With its hoard and eggs  well protected deep within the lair, a ultra dragon spends as much of its time outside the mountain as in it. For a ultra dragon, the great heights of the world are the throne from which it can look down  to survey the wider world it seeks to control.

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:

  • 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 
  • Lightning arcs, forming a 5-foot-wide line between two of the lairs solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 dexterity saving throw or take 10 (3d6) lightning damage.
  • 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.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, users this lair action again, or dies. The darkness spreads around corners. A creature with dark vision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effects area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled
  • magical fog billows around one creature the dragon can see within 120 feat of it. The creature must succeed on a DC 15 wisdom saving throw or be charmed by the dragon until initiate count 20 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.
  • Fog lightly obscures the land within 6 miles of the lair 
  • Dust devils scour the land within 6 miles of the dragons lair. A dust devil has the statistics of an air elemental but it can’t fly, has a speed of 50 feat, and has an intelagce and charisma on 1 (-5).

If the dragon dies, the dust develops disappear immediately and these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/8/2020 8:04:20 PM
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Habitat: HillMountainUnderdark

thurlowrae

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