Legendary Resistance (3/Day). If the Trigon fails a saving throw, it can choose to succeed instead.
Multiattack. The Trigon can use its Frightful Presence. It then makes three attacks: one with its bite and one with its claws and one with it's tail.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 5 (1d8) fire damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
Tail Spikes: (Legendary Action Only): Ranged weapon attack: +10 to hit, reach 60ft., One target. Hit: 17 (4d6+4) piercing damage and 13 (4d6) fire damage. It generates 4 tail spikes at the start of each of its turns.
Frightful Presence. Each creature of the Trigon's choice that is within 100 feet of the Trigon and aware of it must succeed on a DC 21 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 Trigon's Frightful Presence for the next 24 hours.
Special:
Baleful Screech (Recharge 5-6): The Trigon roars with a sharp and unbearable screech that can be heard up-to 300 ft centered from Trigon. Each creature that can hear it except any other Trigon must make DC 21 constitution saving throw. All failed creatures are stunned until the end of the Trigon's next turn. A creature with Successful saving throw is immune to Trigon's screech for 24 hours.
Elemental Breath (Recharge 5–6): The Trigon exhales 60 ft cones of fire, cold and a 60 ft line of lightning from each of its Red, White and Blue heads respectively.
Each creature in that cone or in the line must make a DC 18 Dexterity saving throw for each damage separately, taking full damage on a failed save, or half as much damage on a successful one.
Cone of Fire : 25 (8d6)
Cone of Cold : 25 (8d6)
Lightning bolt : 25 (8d6)
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 6) bludgeoning damage. On a hit the creature has to make a DC 17 strength saving throw or knocked prone.
The Trigon 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 trigon regains spent legendary actions at the start of its turn.
Detect (1 action). The Trigon makes a Wisdom Perception check with advantage.
Tail Spikes: (1 action): Ranged weapon attack: +10 to hit, reach 60ft., One target. Hit: 17 (4d6+4) piercing damage and 13 (4d6) fire damage. It generates 4 tail spikes at the start of each of its turns.
Wing Attack (2 Actions). The Trigon beats its wings. Each creature within 10 feet of the Trigon must succeed on a DC 17 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Trigon can then fly up to half its flying speed.
Description
The odor of sulfur and pumice surrounds a trigon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. The Trigon is a mutated successor of dragons with 3 heads and tail Spikes.
Lair and Lair Actions
A Trigon’s Lair
Trigon's lair 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 volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a trigon as it sleeps.
With its hoard well protected deep within the lair, a trigon spends as much of its time inside the mountain. For a trigon, it guards the post it was assigned to viscously.
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 trigon 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 13 Dexterity saving throw, taking 16 (4d6) 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 Trigon. Each creature other than the Trigon on the ground in that area must succeed on a DC 13 Dexterity saving throw or be knocked prone.
Regional Effects
The region containing a legendary Trigon’s lair is warped by the Trigon's magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the trigon's lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur and phosphorus.
- Rocky fissures within 1 mile of the trigon’s lair opens possibility to erupt portals to first layer of hell, allowing creatures of hell into the world to dwell nearby.
If the trigon dies, these effects fade over the course of 1d10 days.
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