b'Flame Dragon, Ancient \n'b'  Gargantuan   dragon ,  chaotic evil  \n'b'  Armor Class  22 (natural armor)  Hit Points  518 (28d20 + 224)  Speed  40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX:  14 (+2)  CON:  27 (+8)  INT:  19 (+4)  WIS:  16 (+3)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +9,  Con  +15,  Wis  +10,  Cha  +13  Skills   Deception  +13,  Perception  +17,  Persuasion  +13,  Stealth  +9  Damage Immunities  fire  Senses  blindsight 60 ft., darkvision 120 ft., passive  Perception  27  Languages  Common, Draconic, Ignan  Challenge  23 (50,000 XP)  Proficiency Bonus  +7 \n'b' SPECIAL TRAITS \n'b'\n'b'  Fire Incarnate . Creatures with  resistance  to fire damage don\xe2\x80\x99t have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon\xe2\x80\x99s fire damage. \n'b'  Heated Body . A creature that touches the flame dragon or hits it with a  melee attack  while within 5 feet of it takes 14 (4d6) fire damage. \n'b'  Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dragon uses its Frightful Presence. It then makes one Bite  attack  and two Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +13 to hit, reach 15 ft., one target.  Hit : 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage. \n'b'  Claw .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 13 (2d6 + 6) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +13 to hit, reach 20 ft., one target.  Hit : 15 (2d8 + 6) bludgeoning damage. \n'b'  Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21  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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'  Fire Breath (Recharge 5\xe2\x80\x936) . The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 23  Dexterity  saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a DC 21  Wisdom  saving throw or go on a rampage for 1 minute. A rampaging creature must  attack  the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and  attack , the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the  Wisdom  saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Shifting Flames . The dragon magically transforms into a Gargantuan or smaller fire-based  elemental  (such as a  salamander ,  magma mephit , or  fire elemental ) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its  size  and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b'  Detect . The dragon makes a  Wisdom  (Perception) check. \n'b'  Tail Attack . The dragon makes a Tail  attack . \n'b'  Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21  Dexterity  saving throw or take 13 (2d6 + 6) bludgeoning damage and be forced  prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR \n'b' Flame dragons dwell near ever-burning fires: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, it must serve as a showcase for all the dragon\xe2\x80\x99s trophies. Carefully arranged and organized prizes decorate the area, sometimes protected behind crystal walls. This display feeds the dragon\xe2\x80\x99s vanity and pride, and it serves as a lure for adventurers. Many of these lairs also feature a huge, reflective surface, as a flame dragon likes nothing more than itself. \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Blinding Smoke . A cloud of smoke swirls in a 20-foot radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners, and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15  Constitution  saving throw or be  blinded  for 1 minute. A  blinded  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Curtain of Fire . A  wall of fire  rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and is opaque. When the wall appears, each creature in its area must succeed on a DC 15  Dexterity  saving throw or take 21 (6d6) fire damage. Each creature that enters the wall for the first time on a turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies. \n'b'  Volcanic Debris . The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make succeed on a DC 15  Dexterity  saving throw or be forced  prone  and buried under rock and debris. The buried creature is  restrained  and can\xe2\x80\x99t breathe or stand up. A creature, including the buried creature, can take an action to free the buried creature by succeeding on a DC 15  Strength  check. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary flame dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b'  Extreme Heat . Temperatures rise within 6 miles of the lair, causing most water sources to dry up and all but the hardiest plants to wither. \n'b'  Fiery Tempers . Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common. \n'b'  Superheated Fumaroles . Sulfur geysers dot the landscape within 1 mile of the dragon\xe2\x80\x99s lair, making the area inhospitable for most plants and creatures. If the dragon dies, Fiery Tempers disappears immediately, and temperatures return to normal within 1d10 days. Any geysers remain where they are. \n'b'\n'b' ABOUT \n'b' The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw. \n'b' Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \xe2\x80\x9cMay you be the fire\xe2\x80\x99s plaything\xe2\x80\x9d is a curse often used by the foolish. \n'b'  Taunting Others . The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\xe2\x80\x94direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler\xe2\x80\x99s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions,  poisoned  daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n'b'  Malevolent Purpose . The results of a flame dragon\xe2\x80\x99s schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon\xe2\x80\x99s land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n'b'  Fond of Souvenirs . Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \n'b'  Vengeful Brethren . Nothing is safe from a flame dragon\xe2\x80\x99s scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon\xe2\x80\x99s undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon\xe2\x80\x99s death. All burning serpents see the murder of one of their kin as the gravest insult.'