22 (natural armor)
546 (28d20+252)
walk 40 ft., climb 40 ft., fly 80 ft.
Dex +8, Con +17, Wis +10, Cha +14
Perception +17, Stealth +8
fire
blindsight 60 ft., darkvision 120 ft.
Common, Draconic
25
If Klauth fails a saving throw, he can choose to succeed instead.
If Klauth is carrying two wands, he can use an action to expend 1 charge from each wand, triggering the effects of both wands simultaneously.
Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a ring of cold resistance.
Klauth's spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: • 1/Day: banishment, etherealness, find the path, locate object, prismatic spray, suggestion
Klauth is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20 +12 to hit with spell attacks). He has the following wizard spells prepared: • Cantrips (at will): mage hand, mending, minor illusion, prestidigitation • 1st level (4 slots): comprehend languages, detect magic, expeditious retreat, identify • 2nd level (3 slots): darkness, detect thoughts, Melf's acid arrow • 3rd level (3 slots): clairvoyance, haste, nondetection • 4th level (3 slots): greater invisibility, ice storm, stoneskin • 5th level (2 slots): Bigby's hand, cloudkill, scrying • 6th level (1 slots): disintegrate, mass suggestion • 7th level (1 slots): mirage arcane
Klauth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Each creature of Klauth's choice that is within 120 feet of Klauth and aware of him 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's saving throw is successful or the effect ends for it, the creature is immune to Klauth's Frightful Presence for the next 24 hours.
Klauth exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Klauth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Klauth regains spent legendary actions at the start of its turn.
Klauth makes a Wisdom (Perception) check.
Klauth makes a tail attack.
Klauth beats his wings. Each creature within 15 feet of Klauth must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Klauth can then fly up to half his flying speed.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: • 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's 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. • 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. • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round 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.
The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: • Small earthquakes are common within 6 miles of the dragon's lair. • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. If the dragon dies, these effects fade over the course of 1d10 days.