Adult Red Dracolich

Tasha's Cauldron of Everything

Size
Huge
Type
undead
Alignment
chaotic evil
AC
19 (natural armor)
Hit Points
256 (19d12+133)
Speed
walk 40 ft., climb 40 ft., fly 80 ft.
Saving Throws
Dex +6, Con +13, Wis +7, Cha +11
Skills
Perception +13, Stealth +6
Resistances
necrotic
Immunities
fire, poison
Condition Immunities
charmed, frightened, paralyzed, poisoned, exhaustion
Senses
blindsight 60 ft., darkvision 120 ft.
Passive Perception
23
Languages
Common, Draconic
Challenge
17
Lineage
Red Dracolich
Environment
mountain, hill
STR
27
+8
DEX
10
+0
CON
25
+7
INT
16
+3
WIS
13
+1
CHA
21
+5

Traits

Legendary Resistance (3/Day)

If the dracolich fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Magic Resistance

The dracolich has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The dracolich 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 dracolich's choice that is within 120 feet of the dracolich 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 dracolich's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6)

The dracolich 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.

recharge

D5

Legendary Actions

Legendary Actions (3/Turn)

The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.

recharge

3/TURN

Detect

The dracolich makes a Wisdom (Perception) check.

Tail Attack

The dracolich makes a tail attack.

Wing Attack (Costs 2 Actions)

The dracolich beats its wings. Each creature within 10 feet of the dracolich must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.

Lair Actions Categoría: lair

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 a round 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 Categoría: lair

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.

Other data

description