GreatWyrm Red Dragon (5e Creature)
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GreatWyrm Red Dragon[edit]
Colossal dragon, chaotic evil Armor Class 28 (natural armor)
Saving Throws Dex +14, Con +21, Wis +17, Cha +21 Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Siege Monster. The dragon deals double damage to objects and structures. Innate Spellcasting. spell casting ability is Charisma(spell save DC 29, +21 to hit with attack spells). At will: aganazzar’s scorcher (9th level), fireball (9th level), heat metal (9th level), and wall of fire (9th level). 3/day each: counterspell (9th level), divine word, firestorm, and forcecage. 1/day each: Incendiary cloud, and meteor Swarm. ACTIONSMultiattack. The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws. Bite. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 28 (8d6) fire damage. Claw. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage. Tail. Melee Weapon Attack: +21 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 29 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. 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 6-6) The dragon exhales fire in a 150-foot cone. Each creature in that cone must make a DC 29 Dexterity saving throw, taking 140 (40d6) fire damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONSThe 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. |
See 5e SRD:Dragons. |
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