### 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)
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# TERRAIN
## Gold Floor
- Move >15 ft → DC 15 DEX or prone
- Dash = difficult terrain
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## 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
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# 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
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- 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
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