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5e Klauth

Klauth is an ancient and powerful red dragon that dwells in a volcanic lair. It has exceptional strength, constitution, and charm. Klauth can unleash devastating fire breath and inflict fear with its frightful presence. In combat, it makes powerful bite, claw, and tail attacks. Klauth possesses magic items and can cast powerful spells. Its lair actions allow it to create eruptions, tremors, and toxic gases. Through legendary actions, it can detect intruders, attack with its tail, or knock foes prone with its wings. Klauth is a formidable foe.

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100% found this document useful (2 votes)
4K views1 page

5e Klauth

Klauth is an ancient and powerful red dragon that dwells in a volcanic lair. It has exceptional strength, constitution, and charm. Klauth can unleash devastating fire breath and inflict fear with its frightful presence. In combat, it makes powerful bite, claw, and tail attacks. Klauth possesses magic items and can cast powerful spells. Its lair actions allow it to create eruptions, tremors, and toxic gases. Through legendary actions, it can detect intruders, attack with its tail, or knock foes prone with its wings. Klauth is a formidable foe.

Uploaded by

Dana Helman
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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  • Klauth, 'Old Snarl': This section provides comprehensive information about Klauth, including its ability scores, actions, and lair activities.

KLAUTH, “OLD SNARL”

Great wyrm red dragon


Gargantuan dragon, chaotic evil
Armor Class 24 (natural armor)
Hit Points 602 (28d20 + 308)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


30(+10) 10(+0) 29(+9) 18(+4) 15(+2) 23(+6)

Saving Throws All +1 bonus; Dex +8, Con +17, Wis +10, Cha +14
Skills Perception +18, Stealth +8
Damage Immunities fire
Damage Resistances cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28
Languages Common, Draconic
Challenge 25 (75,000 XP)
Possessions ring of protection, ring of spell storing, ring of warmth,
wand of binding, wand of dispel magic, wand of fireballs, wand of
frost, wand of lightning, wand of polymorph
Legendary Resistance (3/day). If the dragon fails a saving throw, it
can choose to succeed instead.
Spellcasting. Klauth spellcasting ability is Charisma (spell save DC
22). Klauth can cast the following spells:
1/day each: Alaunghaer's triptych, disintegrate, etherealness, haste,
invisibility, maze, stoneskin, Theller's argauneau

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: +18 to hit, reach 15 ft., one target. Hit:
34 (4d10 + 1d4+ 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: LAIR ACTIONS
26 (4d6 + 1d4 + 10) slashing damage.
On initiative count 20 (losing initiative ties), the dragon takes a
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: lair action to cause one of the following effects; the dragon can't
30 (4d8 + 1d4 + 10) bludgeoning damage. use the same effect two rounds in a row:
• Magma erupts from a point on the ground the dragon can see
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser.
within 120 feet of the dragon and aware of it must succeed on a Each creature in the geyser's area must make a DC 15 Dexterity
DC 22 Wisdom saving throw or become Frightened for 1 minute. saving throw, taking 21 (6d6) fire damage on a failed save, or
A creature can repeat the saving throw at the end of each of its half as much damage on a successful one.
turns, ending the effect on itself on a success. If a creature's saving • A tremor shakes the lair in a 60-foot radius around the dragon.
throw is successful or the effect ends for it, the creature is immune Each creature other than the dragon on the ground in that area
to the dragon's Frightful Presence for the next 24 hours. must succeed on a DC 15 Dexterity saving throw or be knocked
prone.
5-6). The dragon exhales fire in a 90-foot
Fire Breath (Recharge 5- • Volcanic gases form a cloud in a 20-foot-radius sphere centered
cone. Each creature in that area must make a DC 25 Dexterity on a point the dragon can see within 120 feet of it. The sphere
saving throw, taking 132 (24d10) fire damage on a failed save, or spreads a round corners, and its area is lightly obscured. It lasts
half as much damage on a successful one. until initiative count 20 on the next round. Each creature that
starts its turn in the cloud must succeed on a DC 13 Constitution
LEGENDARY ACTIONS saving throw or be poisoned until the end of its of its turn. While
poisoned in this way, a creature is incapacitated turn.
The dragon 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. Spent legendary
actions are regained at the start of each turn.

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


Tail Attack.
Attack. The dragon makes a tail Attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
creature within 15 ft. of the dragon must succeed on a DC 26
Dexterity saving throw or take 26 (4d6 + 1d4 + 10) bludgeoning
damage and be knocked prone. The dragon can then fly up to half
its flying speed.

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