Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Stony Camoflague: The dragon has advantage on stealth checks in rocky and mountainous environs or underground. It also has +5 to all stealth rolls.
Serpentine Inscrutability: the dragon has advantage on all deception checks on creatures that can see it.
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 2d6 poison 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 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Fume Breath (Recharge 5-6). The dragon exhales a 15-foot wide, 60 foot long line of virulent toxin, the effect of which is determined by dice roll. Each creature within the line must make a DC 17 Constitution saving throw. On a failure, roll a d4 for each individual person affected by the roll.
The effects of the toxin are as follows, until they save against the saving throw or their vision is restored by a spell such as lesser restoration:
1 - The victim becomes blinded and sluggish, their movement speed being reduced by half.
2 - The victim suffers debilitating confusion from delirium, losing sense of its surroundings and who its allies are. As a result, all allies are seen as enemies, and all attack rolls and ability checks are at disadvantage.
3 - The victim suffers painful muscle convulsions as its body seizes up into a painfully protracted pose, becoming paralyzed from the toxin's effects and falling falling unconscious.
4. the toxin finds its way into the bloodstream, where it wreaks havoc on the body. The victim suffers 2d12 points of poison damage on a failure and at the start of their turn, and is placed into incredible pain to the point that they cannot concentrate on spells.
Venomous Strike (Recharge 5-6). +18 to hit. Using its extremely long neck, the Rattletyr Dragon strikes out at one creature within 20 feet of it by extending its muscles and striking out like a snake. On a hit, the dragon deals 3d10 + 8 piercing damage, and the creature must make a DC 19 Constitution saving throw or suffer 5d12 poison damage and be Poisoned on a failure or suffer half that damage on a save. If the creature is under the fear effect of Rattletyr Dragon's rattle or Frightening Presence, this save is at disadvantage.
For every two hours that the Rattelyr Dragon's poison is allowed to remain within the bloodstream, the affected will suffer a point of exhaustion and their Constitution score will be reduced by 2 and begin coughing up blood. If a creature suffers too much exhaustion or its Constitution score is reduced to 0, the creature dies.
The toxin is magically imbued by the dragon; only a Greater Restoration or a Protection from Poison of Level 5 or higher will cure its effects.
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.
Burrow Charge (Costs 2 Actions). The dragon quickly burrows into the ground, vanishing beneath the earth. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or be knocked prone. The dragon can then burrow 40 feet in any direction, emerging with brutal force to ambush its prey from below. Up to 3 creatures within 10 feet of where the dragon emerges must make a DC 19 Dexterity saving throw or be flung up into the air for 2d12+8 damage for 40 feet, plus any additional damage that may result from the fall.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 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 ash, sage and sweetness follows the monstrous rattelyr dragon. Ordinarily grounded, the Rattelyr is a dragon with serpentine features, having a deadly poisonous bite and a malevolent curiosity that puts them on par with that of a Green dragon.
Rattelyr Dragons are known to kidnap nearby residents or travelers to learn of events going on around the world, and may even attempt to be sociable with them. Of course, whether the pour soul lives or dies depends entirely on the dragon's mood.
At the cusp of their tertiary dominance, the Rattelyr has now reached a considerable size. Within three or four centuries of its life, it will go dormant and begin a metamorphosis into its most powerful state, growing a set of wings.
There are exceptions to this, however: some Rattelyr dragons experience this metamorphosis early, going dormant and growing wings as young as a century of age. It is exceptionally rare, but it can occur.
Lair and Lair Actions
A Rattelyr Dragon's Lair
Typically, a Rattelyr Dragon will lair in a place where it can construct an elaborate burrow within soft earth or sandstone, or within a cavern complex closer to the surface. They prefer to try and attain a lair that is close to a natural hot spring, as the fumes, gases and scalding hot water help to discourage intruders. The dragon likes to find places where it can sun itself and blend into the rocks without being bothered.
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:
- A sinkhole of quicksand forms on the ground at a point the dragon can see within 120 feet of it, creating a 40-foot radius sinkhole of churning earth and quicksand. Each creature in the sinkhole's area area must make a DC 17 Strength saving throw, taking 4d6 bludgeoning damage and sinking 5 feet into the ground on a failed save, or half as much damage on a successful one. Those that fail the save are considered grappled. On the creature's turn, they can attempt to free themselves by repeating the saving throw or use their action to do so.
- The Rattelyr shakes the rattle upon its tail, seeking to evoke the primal sense of panic within the party. Each person within 120 feet of the dragon that can hear must make a DC 16 Charisma saving throw or be frightened by the unnatural shake of the rattle.
- A jet of flammable, corrosive gas erupts from an underground channel, blasting all within a 20-foot-radius and 30 foot high cylinder centered on a point the dragon can see within 120 feet of it. The cylinder spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that is first engulfed within or starts its turn in the jet must succeed on a DC 16 Dexterity saving throw or suffer 2d6 fire damage plus 2d6 acid damage until the end of its turn, or take no damage on a successful save.
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:
- A fog that smells of ash and sage spreads over the area and small geysers of scalding water and hot gas are found within 6 miles of the dragon's lair, their frequency and activity increasing the closer one is to the lair.
- Within 25 miles of the lair, and there is an irregular frequency of thunderstorms, drought-like days and dust storms within the region.
- Ambush predators, such as giant snakes, giant lizards, giant spiders, predatory cats, coyotes and ankhegs, become more abundant and aggressive within 15 miles of the dragon's lair. The dragon can see through their eyes, and has a limited amount of dominance over these creatures.
If the dragon dies, these effects fade over the course of 1d10 days.
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