Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 50 ft., climb 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
18 (+4)
WIS
19 (+4)
CHA
21 (+5)
Saving Throws DEX +5, CON +12, WIS +9, CHA +10
Skills Perception +13, Stealth +9
Damage Immunities Fire
Condition Immunities Blinded
Senses Blindsight 120 ft., Passive Perception 23
Languages Common, Draconic, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (2/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.

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.

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.

Description

The odor of sulfur and pumice surrounds Zammodis, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes burns with fire like a dull cherry. Years ago, Zammodis was captures as an egg by the Drow, they cut off his wings and enslaved him to heat their city of Tuatha'nyr. He was rescued when the quaggoth rebelled and decimated the Drow forcing them into the surface world. since then he has helped the quaggoth take over much of the underdark. more to sate his bloodlust than any true kinship. He's never seen the light of day and so his blood red coloration has drained from his scales leaving him a pale, bitter creature

Lair and Lair Actions

Zammodis’ Lair

the wingless one makes their lair in the depths of Ashlord pass.

horde

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.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. 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 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.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: HillMountain

Doomwilder

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