*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*That actually works out, since Mephilia will be making metallic dragons and Volumdremaak will be making shadow dragons and other dragon hybrids.*
*the storm lord actually made the first metallic dragon. i think he'll only do the lightning ones, though.*
*Ah, so they will be sharing custody then. XD*
No biggie, I have 11 other Metallic dragon types to conjure*
*cool. hes also makin a dragonborn, but again, just the lightning ones. mebbe hell also do the gem dragon with thunder.*
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*That actually works out, since Mephilia will be making metallic dragons and Volumdremaak will be making shadow dragons and other dragon hybrids.*
*the storm lord actually made the first metallic dragon. i think he'll only do the lightning ones, though.*
*Ah, so they will be sharing custody then. XD*
No biggie, I have 11 other Metallic dragon types to conjure*
*cool. hes also makin a dragonborn, but again, just the lightning ones. mebbe hell also do the gem dragon with thunder.*
*Sounds like a plan*
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
Rollback Post to RevisionRollBack
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
*I see. If you do want devil dragons though, you can’t go wrong with Hellfire Wyrms*
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
*I see. If you do want devil dragons though, you can’t go wrong with Hellfire Wyrms*
*Just looked into these, they look cool as (gp). They arent in 5e, tho, and I know nothing about past editions, so do you know any good conversions?*
Rollback Post to RevisionRollBack
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
*speaking of the underworld, im making the okhmitans some variants: one for the city of order, and one for the underworld.*
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
*speaking of the underworld, im making the okhmitans some variants: one for the city of order, and one for the underworld.*
*Cool.*
Rollback Post to RevisionRollBack
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
*I see. If you do want devil dragons though, you can’t go wrong with Hellfire Wyrms*
*Just looked into these, they look cool as (gp). They arent in 5e, tho, and I know nothing about past editions, so do you know any good conversions?*
*I use the version from the Monster Manual Expanded Series of books from the DMsguild. *
Edit: Made it a bit easier to read.
Hellfire Wyrm
As part of her agreement of being a subservient champion of Asmodeus, Tiamat the Dragon Queen provided the Supreme Master of the Nine Hells some of her eggs. The eggs were brought to Mephistopheles and infused with Asmodeus's blood. The dragons born from these eggs were raised to become draconic agents loyal to Asmodeus and the ruling archdevils of the Nine Hells. These dragons became known as hellfire wyrms. To ensure the hellfire wyrms would not pose a threat to her, Tiamat deliberately cursed each egg. The cursed hellfire wyrm, no matter how old it was, would not grow to the size of an ancient dragon. Still, every hellfire wyrm, while subservient to the archdevils, recognize Tiamat as their mother and remain reverent to her.
Fiendish Shapechanger. From afar, the hellfire wyrm is often mistaken for a red dragon. As one gets close to it, however, its supernatural aura and diabolical characteristics become more noticeable. It features osteodermic spikes protruding from its head and shoulders and a row of sharp bony spines run from the back of its head to the tip of its tail. Its scales continuously shift in the colors of flowing molten lava and its eyes burn with infernal intensity. The hellfire wyrm can also change its form to that of a tiefling or any Medium devil. It prefers its tiefling form, though, where the once fearsome hellfire wyrm effortlessly becomes a charming, endearing, polite, and eloquent creature. It is probably these traits, and its ability to magically disguise itself, that make the hellfire wyrm even more dangerous.
Agent of the Nine Hells. The hellfire wyrm is sent to the Material Plane to insert itself into numerous powerful kingdoms and live among the humanoid races for an indefinite time, assuming different identities until it establishes itself successfully and secures a position of power, such as a chancellor, magistrate, or treasurer. In these roles, a hellfire wyrm can secretly influence and corrupt monarchs, people of high stations, and those in key, strategic positions to pursue actions and make decisions that align with the goals of its archdevil master or send as many souls possible to the Nine Hells, such as commit despotic acts and start unnecessary wars. The hellfire wyrm always makes these moves very carefully and takes utmost care to hide its diabolical nature. Anyone who becomes even remotely suspicious of the hellfire wyrm's true identity or actions is quickly and quietly eliminated by the dragon. The hellfire wyrm will only reveal its true draconic form if its life is in peril and it can't escape.
Combat Tactician. In combat, the hellfire wyrm quickly searches for advantages and disadvantages it can exploit, such as the environment or its enemies' weaknesses. It keeps to the air against grounded targets, using only its spells and breath attack until it is confident enough to close in and finish them off. Its breath attack is a powerful cone of hellfire that can turn bone and flesh to ash in an instant. Those few who survive such an onslaught are still left vulnerable to fire and must contend with the hellfire wyrm's next attacks.
A Hellfire Wyrm's Lair A hellfire wyrm keeps and maintains several homes in the cities found within the kingdom the dragon covers. These homes are often large, resplendent mansions guarded by mercenaries hired by the hellfire wyrm, who may not even know their master's true nature. These homes are just for show, though, and the hellfire wyrm only stays there in its tiefling form when it has tasks it needs to do in that city. When the hellfire wyrm is not actively scheming, it retreats to its actual lair, which is either inside the central vent of a volcano, a forgotten ancient ruins, or an underground cavern complex deep underneath the kingdom's capital. Because the hellfire wyrm is often away from its true lair, it never leaves it unguarded. Magma paraelementals lurk outside the entrances of the lair, while the hellfire wyrm's infernal minions, such as barbed devils, bearded devils, hellhounds, imps, lemures, merregons, nupperibos, and spined devils, patrol the inner passageways and chambers. Finally, the hellfire wyrm's innermost sanctum in its lair, where it hides its precious collections and accumulated treasure, is always protected by magical traps and sealed by magical locks.
The challenge rating of a legendary hellfire wyrm increases by 1 when it’s encountered in its lair.
Lair Actions 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:
A storm made up of sheets of roaring flame appears in a location the dragon chooses within 120 feet of it. The area of the storm consists of up to eight 10-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 15 Dexterity saving throw. It takes 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
The dragon targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become paralyzed 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.
The dragon creates an opaque wall of fire on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) fire damage, or half as much damage on a successful save. Each side of the wall deals 9 (2d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects The region containing a legendary hellfire wyrm’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Unbearably hot, sulfuric smoke obscures the land within 6 miles of the dragon’s lair. Creatures take 3 (1d6) poison damage and 3 (1d6) fire damage at the end of hour spent in the area.
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 Nine Hells, allowing hell hounds and lesser devils (CR 5 or less) into the world to dwell nearby.
If the dragon dies, the devils disappear immediately, and the other effects fade over the course of 1d10 days.
Adult Hellfire Wyrm
Huge Fiend (Dragon), typically Lawful Evil Armor Class 20 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 25 (+7) 17 (+3) 16 (+3) 21 (+5)
Saving Throws Dex +6, Con +13, Wis +9, Cha +11 Skills Deception +11, Insight +9, Perception +15, Persuasion + 11, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 25 Languages all Challenge 18 (20,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Greater Spell Penetration.When the dragon casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 5 levels higher.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) 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.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
At will: charm person, detect magic, disguise self, fire bolt (4d10) 2/day each: dispel magic, invisibility, suggestion 1/day each: divine word, plane shift
Hellfire Breath (Recharge 5–6). The dragon exhales hellfire in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On failed save, a creature takes 66 (12d10) fire damage and becomes vulnerable to fire damage until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects.
Bonus Actions
Change Shape. The dragon magically transforms into a tiefling or Medium devil, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Heated Body. The dragon emits fire from its body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it and the Heated Body is active takes 5 (1d10) fire damage. The Heated Body remains until the dragon dies or until it dismisses it as a bonus action.
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. Charm. The dragon casts charm person. Fire Bolt. The dragon casts fire bolt. 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.
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
*I know, was mainly just commenting on how they didn’t exactly fill the same roles people think of when they think of dragons, instead being predominantly in the underworld as you said. Sorry for the miscommunication!*
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
*I see. If you do want devil dragons though, you can’t go wrong with Hellfire Wyrms*
*Just looked into these, they look cool as (gp). They arent in 5e, tho, and I know nothing about past editions, so do you know any good conversions?*
*I use the version from the Monster Manual Expanded Series of books from the DMsguild. *
Edit: Made it a bit easier to read.
Hellfire Wyrm
As part of her agreement of being a subservient champion of Asmodeus, Tiamat the Dragon Queen provided the Supreme Master of the Nine Hells some of her eggs. The eggs were brought to Mephistopheles and infused with Asmodeus's blood. The dragons born from these eggs were raised to become draconic agents loyal to Asmodeus and the ruling archdevils of the Nine Hells. These dragons became known as hellfire wyrms. To ensure the hellfire wyrms would not pose a threat to her, Tiamat deliberately cursed each egg. The cursed hellfire wyrm, no matter how old it was, would not grow to the size of an ancient dragon. Still, every hellfire wyrm, while subservient to the archdevils, recognize Tiamat as their mother and remain reverent to her.
Fiendish Shapechanger. From afar, the hellfire wyrm is often mistaken for a red dragon. As one gets close to it, however, its supernatural aura and diabolical characteristics become more noticeable. It features osteodermic spikes protruding from its head and shoulders and a row of sharp bony spines run from the back of its head to the tip of its tail. Its scales continuously shift in the colors of flowing molten lava and its eyes burn with infernal intensity. The hellfire wyrm can also change its form to that of a tiefling or any Medium devil. It prefers its tiefling form, though, where the once fearsome hellfire wyrm effortlessly becomes a charming, endearing, polite, and eloquent creature. It is probably these traits, and its ability to magically disguise itself, that make the hellfire wyrm even more dangerous.
Agent of the Nine Hells. The hellfire wyrm is sent to the Material Plane to insert itself into numerous powerful kingdoms and live among the humanoid races for an indefinite time, assuming different identities until it establishes itself successfully and secures a position of power, such as a chancellor, magistrate, or treasurer. In these roles, a hellfire wyrm can secretly influence and corrupt monarchs, people of high stations, and those in key, strategic positions to pursue actions and make decisions that align with the goals of its archdevil master or send as many souls possible to the Nine Hells, such as commit despotic acts and start unnecessary wars. The hellfire wyrm always makes these moves very carefully and takes utmost care to hide its diabolical nature. Anyone who becomes even remotely suspicious of the hellfire wyrm's true identity or actions is quickly and quietly eliminated by the dragon. The hellfire wyrm will only reveal its true draconic form if its life is in peril and it can't escape.
Combat Tactician. In combat, the hellfire wyrm quickly searches for advantages and disadvantages it can exploit, such as the environment or its enemies' weaknesses. It keeps to the air against grounded targets, using only its spells and breath attack until it is confident enough to close in and finish them off. Its breath attack is a powerful cone of hellfire that can turn bone and flesh to ash in an instant. Those few who survive such an onslaught are still left vulnerable to fire and must contend with the hellfire wyrm's next attacks.
A Hellfire Wyrm's Lair A hellfire wyrm keeps and maintains several homes in the cities found within the kingdom the dragon covers. These homes are often large, resplendent mansions guarded by mercenaries hired by the hellfire wyrm, who may not even know their master's true nature. These homes are just for show, though, and the hellfire wyrm only stays there in its tiefling form when it has tasks it needs to do in that city. When the hellfire wyrm is not actively scheming, it retreats to its actual lair, which is either inside the central vent of a volcano, a forgotten ancient ruins, or an underground cavern complex deep underneath the kingdom's capital. Because the hellfire wyrm is often away from its true lair, it never leaves it unguarded. Magma paraelementals lurk outside the entrances of the lair, while the hellfire wyrm's infernal minions, such as barbed devils, bearded devils, hellhounds, imps, lemures, merregons, nupperibos, and spined devils, patrol the inner passageways and chambers. Finally, the hellfire wyrm's innermost sanctum in its lair, where it hides its precious collections and accumulated treasure, is always protected by magical traps and sealed by magical locks.
The challenge rating of a legendary hellfire wyrm increases by 1 when it’s encountered in its lair.
Lair Actions 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:
A storm made up of sheets of roaring flame appears in a location the dragon chooses within 120 feet of it. The area of the storm consists of up to eight 10-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 15 Dexterity saving throw. It takes 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
The dragon targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become paralyzed 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.
The dragon creates an opaque wall of fire on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) fire damage, or half as much damage on a successful save. Each side of the wall deals 9 (2d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects The region containing a legendary hellfire wyrm’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Unbearably hot, sulfuric smoke obscures the land within 6 miles of the dragon’s lair. Creatures take 3 (1d6) poison damage and 3 (1d6) fire damage at the end of hour spent in the area.
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 Nine Hells, allowing hell hounds and lesser devils (CR 5 or less) into the world to dwell nearby.
If the dragon dies, the devils disappear immediately, and the other effects fade over the course of 1d10 days.
Adult Hellfire Wyrm
Huge Fiend (Dragon), typically Lawful Evil Armor Class 20 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 25 (+7) 17 (+3) 16 (+3) 21 (+5)
Saving Throws Dex +6, Con +13, Wis +9, Cha +11 Skills Deception +11, Insight +9, Perception +15, Persuasion + 11, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 25 Languages all Challenge 18 (20,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Greater Spell Penetration.When the dragon casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 5 levels higher.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) 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.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
At will: charm person, detect magic, disguise self, fire bolt (4d10) 2/day each: dispel magic, invisibility, suggestion 1/day each: divine word, plane shift
Hellfire Breath (Recharge 5–6). The dragon exhales hellfire in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On failed save, a creature takes 66 (12d10) fire damage and becomes vulnerable to fire damage until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects.
Bonus Actions
Change Shape. The dragon magically transforms into a tiefling or Medium devil, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Heated Body. The dragon emits fire from its body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it and the Heated Body is active takes 5 (1d10) fire damage. The Heated Body remains until the dragon dies or until it dismisses it as a bonus action.
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. Charm. The dragon casts charm person. Fire Bolt. The dragon casts fire bolt. 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.
*Epic. I'll use that when I can, if Faltros survives the fight.*
Rollback Post to RevisionRollBack
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
*My two dragons will most likely spend quite a bit of time just trying to accumulate power and not getting themselves into too much trouble since they are just little greater willings at the moment, though I still plan of roleplaying what they do everyday because it’s fun. 😁*
*I need to get to level two so I can start spamming the world with wyrmlings!!*
*hehe, that’s gonna be fun. Oh and by the way for your knowledge, chromatic dragons already exist, created by the demon Faltros. But they are more of an advanced form of devil at this point than anything*
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
*I know, was mainly just commenting on how they didn’t exactly fill the same roles people think of when they think of dragons, instead being predominantly in the underworld as you said. Sorry for the miscommunication!*
*All good. They still do dragon stuff, like make lairs (except in the underground, sometimes they fly away on the surface to do their own thing but it's very rare), as well as terrorize humanity (mostly sent by Faltros, tho). They do dragon stuff, they just do it differently. Not your fault, though, since I never explained any of that.*
Rollback Post to RevisionRollBack
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
Aemulus’ disguised form is in the city of order, exploring.
the red Festival continues on, the sun about to set.
the crown of Herionidus is in the underworld with Crotalus, but is examining the wastes that still cover most of the earth. Do to it’s former bearer’s work, life is spreading around the world slowly, most concentrated near the thousands of miles long river, snaking through the wastes and bringing with it the starts of fields and forests.
Volumdremaak aquires a few more trinkets for her shadow hoard, growing her power. As she settles for the evening, she releases her Shadow Pseudodragons to scout again.
Mephilia finishes the first wave of her fortifications and her first combat training session with her first collection of followers. Her budding collective has been cristened the Iron Guard, who's duty is to protect the Platinum Valkyrie's domain and the neighboring domain of the Gentle Darkness from threat and intruders. Her loyal soilders are her strength, for what is a general without her army. She sends out her Lantern Pseudodragons, both to scout and to guide wayward mortals to the safety of this budding Kingdom of Duality.
The six vampires watch for any of the pseudodragons to fly over their domain and land there, observing them with intent.
The Shadow Drakes attempt to hide themselves, better adept at blending into the shadows and hide, being more cautious. Stealth : 25
The Lantern Drakes stick out more, being little celestial draconic beings of light. Most of them explore the skies of the Kingdom of Order (?), but a couple seem to be observing the valley as well.
On a mountain near the City of Order, a temple has been built. The Fathomless sits in a throne on this temple as his cultists and creations busy themselves with expanding this moutaintop settlement using floating platforms.
Nurgul's fortress is built enough to have a garrison of troops and be functional. Nurgul watches the surrounding area from the top spire.
Rollback Post to RevisionRollBack
Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day and totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
Milio has been ditched. Now Xerath is my friend.
My average accuracy in Marvel Rivals is about 15%.
On a mountain near the City of Order, a temple has been built. The Fathomless sits in a throne on this temple as his cultists and creations busy themselves with expanding this moutaintop settlement using floating platforms.
Nurgul's fortress is built enough to have a garrison of troops and be functional. Nurgul watches the surrounding area from the top spire.
A few of the Lantern pseudodragons, these little radiant metallic drakes, fly around and observe these places during their reconnaissance.
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
*Bomp, and can I start my next Greater Will at level 3?*
Rollback Post to RevisionRollBack
Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day and totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
Milio has been ditched. Now Xerath is my friend.
My average accuracy in Marvel Rivals is about 15%.
On a mountain near the City of Order, a temple has been built. The Fathomless sits in a throne on this temple as his cultists and creations busy themselves with expanding this moutaintop settlement using floating platforms.
Nurgul's fortress is built enough to have a garrison of troops and be functional. Nurgul watches the surrounding area from the top spire.
Rollback Post to RevisionRollBack
Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day and totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
Milio has been ditched. Now Xerath is my friend.
My average accuracy in Marvel Rivals is about 15%.
I like cheese.
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*cool. hes also makin a dragonborn, but again, just the lightning ones. mebbe hell also do the gem dragon with thunder.*
hi
mourn the flumph. enter the galaxy, join the planetscape! yep. do you like ravenloft?
new thread coming eventually.
bye
*Sounds like a plan*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*They aren't a form of devil, they're in the underworld mainly just because Faltros brought his creations with him there because he wanted to keep using them. Same thing with displacer beasts.*
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
*I see. If you do want devil dragons though, you can’t go wrong with Hellfire Wyrms*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*Just looked into these, they look cool as (gp). They arent in 5e, tho, and I know nothing about past editions, so do you know any good conversions?*
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
*speaking of the underworld, im making the okhmitans some variants: one for the city of order, and one for the underworld.*
hi
mourn the flumph. enter the galaxy, join the planetscape! yep. do you like ravenloft?
new thread coming eventually.
bye
*Cool.*
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
*I use the version from the Monster Manual Expanded Series of books from the DMsguild. *
Edit: Made it a bit easier to read.
Hellfire Wyrm
As part of her agreement of being a subservient champion of Asmodeus, Tiamat the Dragon Queen provided the Supreme Master of the Nine Hells some of her eggs. The eggs were brought to Mephistopheles and infused with Asmodeus's blood. The dragons born from these eggs were raised to become draconic agents loyal to Asmodeus and the ruling archdevils of the Nine Hells. These dragons became known as hellfire wyrms. To ensure the hellfire wyrms would not pose a threat to her, Tiamat deliberately cursed each egg. The cursed hellfire wyrm, no matter how old it was, would not grow to the size of an ancient dragon. Still, every hellfire wyrm, while subservient to the archdevils, recognize Tiamat as their mother and remain reverent to her.
Fiendish Shapechanger. From afar, the hellfire wyrm is often mistaken for a red dragon. As one gets close to it, however, its supernatural aura and diabolical characteristics become more noticeable. It features osteodermic spikes protruding from its head and shoulders and a row of sharp bony spines run from the back of its head to the tip of its tail. Its scales continuously shift in the colors of flowing molten lava and its eyes burn with infernal intensity. The hellfire wyrm can also change its form to that of a tiefling or any Medium devil. It prefers its tiefling form, though, where the once fearsome hellfire wyrm effortlessly becomes a charming, endearing, polite, and eloquent creature. It is probably these traits, and its ability to magically disguise itself, that make the hellfire wyrm even more dangerous.
Agent of the Nine Hells. The hellfire wyrm is sent to the Material Plane to insert itself into numerous powerful kingdoms and live among the humanoid races for an indefinite time, assuming different identities until it establishes itself successfully and secures a position of power, such as a chancellor, magistrate, or treasurer. In these roles, a hellfire wyrm can secretly influence and corrupt monarchs, people of high stations, and those in key, strategic positions to pursue actions and make decisions that align with the goals of its archdevil master or send as many souls possible to the Nine Hells, such as commit despotic acts and start unnecessary wars. The hellfire wyrm always makes these moves very carefully and takes utmost care to hide its diabolical nature. Anyone who becomes even remotely suspicious of the hellfire wyrm's true identity or actions is quickly and quietly eliminated by the dragon. The hellfire wyrm will only reveal its true draconic form if its life is in peril and it can't escape.
Combat Tactician. In combat, the hellfire wyrm quickly searches for advantages and disadvantages it can exploit, such as the environment or its enemies' weaknesses. It keeps to the air against grounded targets, using only its spells and breath attack until it is confident enough to close in and finish them off. Its breath attack is a powerful cone of hellfire that can turn bone and flesh to ash in an instant. Those few who survive such an onslaught are still left vulnerable to fire and must contend with the hellfire wyrm's next attacks.
A Hellfire Wyrm's Lair
A hellfire wyrm keeps and maintains several homes in the cities found within the kingdom the dragon covers. These homes are often large, resplendent mansions guarded by mercenaries hired by the hellfire wyrm, who may not even know their master's true nature. These homes are just for show, though, and the hellfire wyrm only stays there in its tiefling form when it has tasks it needs to do in that city. When the hellfire wyrm is not actively scheming, it retreats to its actual lair, which is either inside the central vent of a volcano, a forgotten ancient ruins, or an underground cavern complex deep underneath the kingdom's capital. Because the hellfire wyrm is often away from its true lair, it never leaves it unguarded. Magma paraelementals lurk outside the entrances of the lair, while the hellfire wyrm's infernal minions, such as barbed devils, bearded devils, hellhounds, imps, lemures, merregons, nupperibos, and spined devils, patrol the inner passageways and chambers. Finally, the hellfire wyrm's innermost sanctum in its lair, where it hides its precious collections and accumulated treasure, is always protected by magical traps and sealed by magical locks.
The challenge rating of a legendary hellfire wyrm increases by 1 when it’s encountered in its lair.
Lair Actions
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:
Regional Effects
The region containing a legendary hellfire wyrm’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
If the dragon dies, the devils disappear immediately, and the other effects fade over the course of 1d10 days.
Adult Hellfire Wyrm
Huge Fiend (Dragon), typically Lawful Evil
Armor Class 20 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 25 (+7) 17 (+3) 16 (+3) 21 (+5)
Saving Throws Dex +6, Con +13, Wis +9, Cha +11
Skills Deception +11, Insight +9, Perception +15, Persuasion + 11, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 25
Languages all
Challenge 18 (20,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Greater Spell Penetration. When the dragon casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 5 levels higher.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) 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.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
At will: charm person, detect magic, disguise self, fire bolt (4d10)
2/day each: dispel magic, invisibility, suggestion
1/day each: divine word, plane shift
Hellfire Breath (Recharge 5–6). The dragon exhales hellfire in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On failed save, a creature takes 66 (12d10) fire damage and becomes vulnerable to fire damage until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects.
Bonus Actions
Change Shape. The dragon magically transforms into a tiefling or
Medium devil, while retaining its game statistics (other than its size).
This transformation ends if the dragon is reduced to 0 hit points or
uses a bonus action to end it.
Heated Body. The dragon emits fire from its body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it and the Heated Body is active takes 5 (1d10) fire damage. The Heated Body remains until the dragon dies or until it dismisses it as a bonus action.
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.
Charm. The dragon casts charm person.
Fire Bolt. The dragon casts fire bolt.
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.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*I know, was mainly just commenting on how they didn’t exactly fill the same roles people think of when they think of dragons, instead being predominantly in the underworld as you said. Sorry for the miscommunication!*
*Epic. I'll use that when I can, if Faltros survives the fight.*
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
*All good. They still do dragon stuff, like make lairs (except in the underground, sometimes they fly away on the surface to do their own thing but it's very rare), as well as terrorize humanity (mostly sent by Faltros, tho). They do dragon stuff, they just do it differently. Not your fault, though, since I never explained any of that.*
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Volumdremaak aquires a few more trinkets for her shadow hoard, growing her power. As she settles for the evening, she releases her Shadow Pseudodragons to scout again.
Mephilia finishes the first wave of her fortifications and her first combat training session with her first collection of followers. Her budding collective has been cristened the Iron Guard, who's duty is to protect the Platinum Valkyrie's domain and the neighboring domain of the Gentle Darkness from threat and intruders. Her loyal soilders are her strength, for what is a general without her army. She sends out her Lantern Pseudodragons, both to scout and to guide wayward mortals to the safety of this budding Kingdom of Duality.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
The six vampires watch for any of the pseudodragons to fly over their domain and land there, observing them with intent.
The Shadow Drakes attempt to hide themselves, better adept at blending into the shadows and hide, being more cautious. Stealth : 25
The Lantern Drakes stick out more, being little celestial draconic beings of light. Most of them explore the skies of the Kingdom of Order (?), but a couple seem to be observing the valley as well.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
On a mountain near the City of Order, a temple has been built. The Fathomless sits in a throne on this temple as his cultists and creations busy themselves with expanding this moutaintop settlement using floating platforms.
Nurgul's fortress is built enough to have a garrison of troops and be functional. Nurgul watches the surrounding area from the top spire.
Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day and totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
Milio has been ditched. Now Xerath is my friend.
My average accuracy in Marvel Rivals is about 15%.
I like cheese.
Lin is scuttling around the city
🍅 PM me the word 'tomato' 🍅 Extended Signature Musk Sucks, Quit X!
A few of the Lantern pseudodragons, these little radiant metallic drakes, fly around and observe these places during their reconnaissance.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*Bomp, and can I start my next Greater Will at level 3?*
Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day and totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
Milio has been ditched. Now Xerath is my friend.
My average accuracy in Marvel Rivals is about 15%.
I like cheese.
Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day and totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
Milio has been ditched. Now Xerath is my friend.
My average accuracy in Marvel Rivals is about 15%.
I like cheese.