Wyrm Red Dragon (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Wyrm Red Dragon[edit]

Gargantuan dragon, chaotic evil


Armor Class 25 (natural armor)
Hit Points 697 (34d20 + 340)
Speed 40 ft., climb 40 ft., fly 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 22 (+6) 18 (+4) 26 (+8)

Saving Throws Dex +9, Con +19, Wis +13, Cha +17
Skills Athletics +19, Intimidation +17, Perception +22, Stealth +9
Proficiency Bonus +9
Damage Immunities fire; bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, stunned
Senses blindsight 60 ft., darkvision 240 ft., passive Perception 32
Languages Common, Draconic
Challenge 32 (195,000 XP)


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

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and three with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 21 (6d6) fire damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 25 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 4-6). The dragon exhales fire in a 120-foot cone. Each creature in that cone must make a DC 27 Dexterity saving throw, taking 115 (33d6) 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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 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.

See 5e SRD:Dragons.

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