Fly Dragon

Tiny dragon, any alignment

Armor Class

20

Hit Points

275 (29d4 + 203)

Speed

5 ft., fly 60 ft.

STR

13 (+1)

DEX

30 (+10)

CON

24 (+7)

INT

19 (+4)

WIS

17 (+3)

CHA

19 (+4)

Senses

truesight 120 ft., passive Perception 19

Saving Throws

Dex +16, Con +13, Wis +9

Skills

Arcana +10, Deception +10, History +10, Intimidation +10, Perception +9, Stealth +16

Languages

Common, Draconic

Challenge

18 (20,000 XP)

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

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

Spellcasting. The fly dragon is a 20th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The fly dragon’s spells require no material components, and individual fly dragons know different sets of spells. A typical list is provided below:

  • Cantrips (at will): fire bolt, mage hand, message, minor illusion, prestidigitation, shocking grasp

  • 1st level (4/day): detect magic

  • 2nd level (3/day): darkness, suggestion

  • 3rd level (3/day): haste

  • 4th level (3/day): confusion, greater invisibility, wall of fire

  • 5th level (3/day): hold monster, telekinesis

  • 6th level (2/day): chain lightning, globe of invulnerability

  • 7th level (2/day): plane shift, teleport

  • 8th level (1/day): dominate monster

  • 9th level (1/day): time stop

Actions

Multiattack. The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 10) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 10) slashing damage.

Frightful Presence. Each creature of the dragon’s choice that is within 60 feet of the fly dragon 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 fly dragon’s Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 40-foot cone. Creatures in the area must make a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage, or half as much damage on a successful one. Being underwater doesn’t grant resistance to this damage.

Legendary Actions

The fly 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 fly dragon regains spent legendary actions at the start of its turn.

Move. The fly dragon moves up to its speed without provoking opportunity attacks.

Cantrip. The fly dragon casts a cantrip.

Detect. The fly dragon makes a Wisdom (Perception) check.

Cast a Spell (Costs 3 Actions). The fly dragon casts a spell from its list of prepared spells, using a spell slot as normal.

Lair Actions

At an initiative of 20, losing to ties, a fly dragon defending its lair can take a lair action to cause one of the following effects. The fly dragon can’t use the same effect two rounds in a row.

Searing Wind. Super-heated air erupts from one or more passages the fly dragon can see, filling one or more entire chambers of no more than a 20-foot radius total with a searing wind. Each creature in the area must make a DC 16 Constitution save, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Unstable Footing. A tremor shakes the lair in a 40-foot radius around the fly dragon. Each creature other than the fly dragon in contact with the ground, walls, or ceilings in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone.

Noxious Fumes. Volcanic gases form a cloud in a 20-foot radius sphere centered on a point the fly dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until the initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

tiny
dragon
cr18
tome-of-horrors