Red Hoard Guard
Large Dragon, Chaotic Evil
- Armor Class 17 (natural armor)
- Hit Points 147 (14d10+70)
- Speed 40 ft., climb 40ft., fly 80 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
- Saving Throws Dex +4, Con +9, Wis +4, Cha +8
- Skills Perception +8, Stealth +4
- Damage Immunity Fire
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages Common, Draconic
- Challenge 9 (5000xp)
- Lair Challenge 10 (5900xp)
- Proficiency Bonus +4
Legendary Resistance (2/Day). If Red Hoard Guard fails a saving throw, it can choose to succeed instead.
Hoarder. The Hoard Guard protects a hoard, sometimes within it's own lair, sometimes not. Protecting and growing this hoard is the dragon's main focus.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage plus 2 (1d4) fire damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Fire Breath - Recharge(5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon gets 3 legendary actions, which can only be taken at the end of an opponent’s turn. They refresh at the end of the dragon’s turn.
Detect. Make a Wisdom (Perception) test.
Tail Attack. Make a tail attack.
Wing Attack (2 actions). Creatures within 10 ft. make DC 17 Dexterity saving throw or take 2d6+5 bludgeoning damage and are knocked prone. The dragon can then fly up to half its flying speed.
Lair Mechanics
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. If the dragon dies, these effects fade over the course of 1d10 days:
- 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.
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:
Eruption. 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 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Quake. 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.
Vapor Cloud. 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.