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Themberchaud - D&D 5e Monster

Themberchaud (Adult Red Dragon)

Huge dragon, chaotic evil

Armor Class: 19 (natural armor)
Hit Points: 256 (19d12 + 133)
Speed: 40 ft., climb 40 ft., fly 80 ft.


STR: 27 (+8)
DEX: 10 (+0)
CON: 25 (+7)
INT: 16 (+3)
WIS: 13 (+1)
CHA: 21 (+5)


Saving Throws: DEX +6, CON +13, WIS +7, CHA +11
Skills: Perception +13, Stealth +6
Damage Immunities:* Fire
Senses:* Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages: Common, Draconic
Challenge: 17 (18,000 XP)


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

Actions


  • Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
  • Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
  • Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
  • Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the 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 dragon’s Frightful Presence for the next 24 hours.
  • Fire Breath (Recharge 5–6): The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions


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

  • Detect: The dragon makes a Wisdom (Perception) check.
  • Tail Attack: The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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