### Initiative Flow - **20:** Lair Action (if Orb alive) - **Dragon Turn** - **3 Legendary Actions per round** - **+1 Mythic Action (if Mythic active)** # DRAGON STAT BLOCK **AC** 21 **HP** 385 → _Mythic +150 at 0 HP_ **Speed** 40 / Fly 80 **STR 27 (+8)** | **DEX 12 (+1)** | **CON 25 (+7)** **INT 18 (+4)** | **WIS 15 (+2)** | **CHA 19 (+4)** **Saves** Dex +8, Con +14, Wis +9, Cha +11 **Resist** Necrotic, Non-magical Physical Attacks | **Immune** Poison , Acid **Legendary Resist** 3/day ## Passive **Aura (30 ft):** - 10 necrotic at start of turn - Healing halved → _Phase 3: becomes 20_ ## Actions **Multiattack:** Bite + (Claws or Tail) - **Bite:** +15 | 2d10+8 + 2d6 necrotic - **Claw:** +15 | 2d6+8 - **Tail:** +15 | 2d8+8 **Rot Breath (5–6):** 90 ft cone → **16d8 necrotic** DC 22 CON → fail = **max HP reduced** ## Legendary Actions (3/round) - **Tail (1)**: Dex DC 16 Knock Prone - **Claw (1):** - **Bite (1)**: STR DC 16 Grappled - **Necrotic Drain (2):** 3d10, heal half ## Mythic Trait (0 HP) - Gains **150 HP instead of dying** - All within 30 ft → **4d10 necrotic** ## Mythic Actions (1/round) - **Pulse:** 4d8 necrotic, no healing - **Eye:** WIS fail → no reactions + save disadvantage ## Phase Changes **70% HP OR Orb destroyed → Phase 2** - All take **3d10 necrotic** **30% HP → Phase 3** - Aura = 20 - Dragon has advantage **1/Day Ability** - DC 18 CON → drop to 0 HP (or 10d10) # ORB (CENTER OF ROOM) **AC 18 | HP 60 | Resist all (except none)** ## Lair Actions (Initiative 20) Pick ONE: - Disadvantage on a player - Restrain (STR 18 to break) - 20 ft zone → 2d8 necrotic - Dragon gains advantage (crit 19–20 vs low HP) --- # TERRAIN ## Gold Floor - Move >15 ft → DC 15 DEX or prone - Dash = difficult terrain --- ## Pillars (5 ft wide, 60 ft tall) **AC 17 | HP 80 | DT 10** ### Use - Climb: DC 13 - Hide: half cover - Start turn: DC 12 DEX or fall ### Knock Over (line attack) - 60 ft line - DC 17 DEX - Fail: **5d10 + prone** ### Player Push - STR 18 → collapse # FALLING - 60 ft = **6d6** - Onto gold: – 1d6, prone check - Into rubble: +2d6 **Reaction:** DC 15 → grab edge --- # TREBUCHET (HIDDEN IN GOLD) **AC 15 | HP 80 | DT 10** - Takes **2 total actions (any players)** - Then fire: **+8 to hit** #### Hit: - **8d10 bludgeoning** - DC 18 STR: - Prone - Dragon grounded 1 round #### Miss: - 10 ft → **4d10** #### Nat 1: - Breaks + **3d10 to users** #### Special - Hit orb → double damage ### CEILING COLLAPSE TRACKER Start: **0** Gain: - Pillar destroyed → +1 - Pillar toppled → +1 - Chain collapse → +1 per pillar ## Effects **2 → Minor** - 2 zones → **2d6** **3 → Unstable** - 3 zones → **4d8 + prone** **4 → Major Collapse** - 30 ft → **6d10 + restrained** - Each round: 2 zones (4d8) **5 → FINAL** - Start turn: DC 15 or prone - End turn: 4 zones → **8d10** After 3 rounds → cave collapse / escape ### HOW TO RUN #### Early - Breath weapon immediately - Use orb control - Stay mobile #### Mid - Break pillars - Split party - Introduce collapse pressure #### Late - Stay close (aura damage) - Force chaos - Collapse arena --- - DM Must: - Use **1 strong legendary action**, not all - Use **lair to control, not spam damage** - Break terrain when players group - Move the dragon — don’t let it sit still - **Players** must: - Decide orb vs dragon - Use trebuchet or ignore it - Manage positioning constantly ---