Huge Dragon, Any Non-Lawful Alignment
Armor Class 22 Natural Armor
Hit Points 234 (20d12 + 135)
Speed 30 ft., Swim 35 ft.
STR
26 (+8)
DEX
13 (+1)
CON
25 (+7)
INT
14 (+2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +12
Skills Intimidation +12
Damage Resistances Fire
Damage Immunities Fire
Condition Immunities Blinded
Senses Darkvision, Passive Perception 11
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (3d10 + 10) 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 DC17 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 49 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Eruption(Recharge 3-4). The miniature volcano erupts, spitting magma in fusion everywhere in a 40 ft square. Every creature in that area needs to roll a DC 18 Con saving throw, taking 44(10d6) fire damage on a failed save, half as much on a succesful 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.

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.

Description

Magma dragons are fat and bulky, but very dangerous. Even if they do not have wings, they have other deadly threats. For example, they have a miniature volcano on their back, that can erupt at any moment. They also have a big mace at the end of their tails, making a striking hit when used. They have a huge solid magma like armour, which is hard to penetrate. Even though they are one of the dumbest and slowest, they are pretty strong.

Lair and Lair Actions

Lava and magma eases their body. Magma dragons usually have their lair in a volcano or a lava pit. They can also sometimes live with red dragons. They are mainly lazy and sleep around, so they won't be pleased by seeing people in its lair. So, they tend to have their lair secret, or hard to get (by eg: a lav pit with no bridge, making it impossible to pass unless you have fire resistance). They don't really have a lot of regional effects, and tend to be low key and not super show-off. They won't have much treasure, or magic items in their lair, seeing no use to it. There lairs are usually filled with Fire Newts and striders, Magma Mephits and fire elementals.

Lair Actions

On initiative count 19 (losing initiative ties), the Magma 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 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.

Regional Effects

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.

 

Habitat: Mountain

Ebygames20

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