Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multi-attack. The dragon can use its Inspiring Presence. It then uses it's breath or makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Inspiring Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it become immune to frightened for 1 minute. A creature currently affected by frightened has the effect removed. Allies affected also gain 18 temporary hit points.
Ruby Light Breath (Recharge 5–6). The dragon exhales red light in a 90-foot cone. Enemy creatures in that area must make a DC 25 Constitution saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Allies in the light regain 21 (6d6) hit points.
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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
No odor surrounds a ruby dragon, whose crystal horns and spinal frill define its silhouette. The scales of the dragon give off a beautiful red shine, illuminating the area around it. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is emotional and almost look like solid red lights.
Lair and Lair Actions
A Ruby Dragon’s Lair
Ruby dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines, especially if they still have untapped gem deposits, and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized ruby dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a ruby dragon spends as much of its time outside the mountain as in it. For a ruby dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
A red dragon that becomes a ruby dragon, loses a lot of its selfish tendencies and has become curious about the lives of mortals, now seeking to understand them and in time will feel a desire to protect them without ever revealing itself.
The Metallic dragons do not fully trust a gemstone dragon, but they will not engage them with open hostilities. With time, alliances can be formed blurring the boundaries between the metallic and chromatic dragons in a positive way.
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.
- 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.
- A Xorn that has been surviving off of the dragon's scales joins the fight to protect it's food source, and the dragon also considers it an ally.
Regional Effects
The region containing a legendary ruby 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.
- Water sources within 1 mile of the lair are supernaturally warm and purified.
- Rocky fissures within 1 mile of the dragon’s lair contain unusually high concentrations of gemstones.
If the dragon dies, these effects fade over the course of 1d10 days.
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