Huge Dragon, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 266 (14d20 + 126)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
14 (+2)
CON
17 (+3)
INT
23 (+6)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws DEX +8, CON +9, WIS +10, CHA +11
Skills Perception +16, Stealth +7
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Multiattack. Craskarr can use its Frightful Presence. He then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 5) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Frightful Presence. Each creature of Craskarr's choice that is within 120 feet of him and aware of it must succeed on a DC 11 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 Craskarr's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). Craskarr exhales fire in a 90-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 46 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Craskarr 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. Craskarr regains spent legendary actions at the start of its turn.

Detect. Craskarr makes a Wisdom (Perception) check.

Tail Attack. Craskarr makes a tail attack.

Wing Attack (Costs 2 Actions). Craskarr beats its wings. Each creature within 15 feet of him must succeed on a DC 13 Dexterity saving throw or take 9 (1d6 + 5) bludgeoning damage and be knocked prone. Craskarr can then fly up to half his flying speed.

Description

The odor of sulfur and pumice surrounds a red dragon, 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.

Craskarr immediately attacks any intruder to his volcanic dungeon lair of Craskaran. If the intruder survives being burnt to a crisp, he then warns them to leave now or meet the same fate as them. Skeletons rise from the crisp pile of ash and chase the intruder out of the mountain.

Lair and Lair Actions

Craskarr’s Lair

Craskarr's lair is high up on mount Khari, dwelling in a cavern built on top of the crater of the volcano. A large pipe full of lava burrows up through the mountain and up to the crater of which Craskarr stays.

Under his lair is Craskaran itself. A large dungeon built around the volcanic pipe housing stolen fauna and goods. It is guarded by captive Ogres and up to 100 Thieves scouting the dungeon as well as spying on the watchtowers. It also stores Ogres who refuse to join their side and are stored in cells of the largest room in the dungeon. Hounds are also chained up and released to chase down intruders. Traps also linger in forbidden areas only intruders would dare go.

Lair Actions

On initiative count 20 (losing initiative ties), Craskarr 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 Craskarr can see within 120 feet of him, 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 Craskarr. 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.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Craskarr can see within 120 feet of him. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

The region containing Craskarr’s lair is warped by his magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of Craskarr’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.

If Craskarr dies, these effects fade over the course of 1d6 days.

Habitat: Mountain

Dragonbro9622

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