b'Dracotaur (Adult Flame Dragon) \n'b'\n'b'  Huge   dragon ,  chaotic evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  306 (17d12+102)  Speed  40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX:  14 (+2)  CON:  23 (+6)  INT:  17 (+3)  WIS:  14 (+2)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity +7,  Constitution +11,  Wisdom +7,  Charisma +10  Skills   Deception  +10,  Insight  +7,  Perception  +12,  Persuasion  +10,  Stealth  +7  Damage Immunities  fire  Senses   blindsight  60 ft.,  darkvision  120 ft., passive  Perception  22  Languages  Common, Draconic, Giant, Ignan, Infernal, Orc  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'  Fire Incarnate . All fire damage dealt by the dragon ignores fire  resistance  but not fire immunity. \n'b'  Actions \n'b'   Multiattack . The dragon can use its Frightful Presence. It then makes one bite  attack  and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 15 (2d10+4) piercing damage plus 7 (2d6) fire damage. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 11 (2d6+4) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +9 to hit, reach 15 ft., one target.  Hit : 13 (2d8+4) 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 18  Wisdom  saving throw or become  frightened  for 1 minute. A  frightened  creature repeats 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 5-6) . The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19  Dexterity  saving throw. Each creature in that area must also succeed on a DC 18  Wisdom  saving throw or go on a rampage for 1 minute. A rampaging creature must  attack  the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Shifting Flames . The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment,  hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair  actions , and  Intelligence ,  Wisdom , and  Charisma  scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary  actions  of that form. \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'   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 17  Dexterity  saving throw or take 11 (2d6+4) bludgeoning damage and be knocked  prone . The dragon can then fly up to half its flying speed. \n'b'  Lair Actions \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'  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\xe2\x80\x99s area must make a DC 15  Dexterity  saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' 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 . \n'b' Volcanic gases form a cloud in a 20-footradius 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.'