Legendary Resistance (3/Day). If Yharon fails a saving throw, it can choose to succeed instead.
Hellborne. Yharon exudes a heat aura that has a radius of 5 feet. If a creature ends its turn in Yharon's aura it must take 4d6 fire damage and gains 1 point in exhaustion.
Multiattack. Yharon can use its Yharim's Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Charge. Melee Weapon Attack: +15 to hit, reach 160 ft. Hit: 19 (2d8 + 10) bludgeoning damage. Yharon can use their charge when they use their movement but cannot attack for the rest of their turn.
Yharim's Presence. Each creature of Yharon's choice that is within 120 feet of them and aware of it 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 the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The dragon 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.
Yharon 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. Yharon makes a Wisdom (Perception) check.
Flarenado. A fire tornado appears in the range of 30ft from Yharon with a radius of 10ft. Any creature caught in the flarenado makes a DC 20 Dexterity saving throw, taking 13d6 fire damage on a failed save, or half as much on a successful save. This doesn't take effect until Yharon's next turn.
Wing Attack (Costs 2 Actions). Yharon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Yharon's mythic actions replace its Legendary Actions once it reaches half-health.
Yharon can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. Yharon regains spent mythic actions at the start of its turn.
Detect. Yharon makes a Wisdom (Perception) check.
Infernado. A fire tornado appears in the range of 30ft from Yharon with a radius of 10ft. Any creature caught in the infernado makes a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much on a successful save. This doesn't take effect until Yharon's next turn.
Wing Attack (Costs 2 Actions). Yharon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. A flarenado will be created in the spot that Yharon left.
Description
A powerful dragon raised by the Jungle Tyrant Yharim. Coated in red-orange feathers with yellow large plating scales covering most of their body. Some green feathers can be seen on their underwings. Wears purple-bands around their neck and front limbs.
Lair and Lair Actions
Yharon’s Lair
An underground maze-like jungle filled with dangerous creatures. Vines are everywhere and must be dealt with to properly see in the dark. Is full of plant life which can easily burn. It won't take long for the area around the fight to become a blazing inferno.
Lair Actions
On initiative count 20 (losing initiative ties), Yharon takes a lair action to cause one of the following effects; Yharon can’t use the same effect two rounds in a row:
- A once stable piece of ground loses its supporting plant-life and falls into the jungle abyss. Any creature on the affected area must make a DC18 Dexterity saving throw or fall into the next layer of the jungle falling d6 times 10 feet.
- The fire of Yharon's attacks creates an inferno causing a 60ft radius burst of fire from any wall, ceiling, or floor. Any creature caught in the flame must make a DC22 Strength saving throw, taking 7d6 fire damage, are tossed to the edge of the blast radius taking 7d6 bludgeoning damage and become prone on a failed save. On a successful save they take 7d6 fire damage.
- A sudden burst of heat envelops the area. All creatures in the combat area must make a DC 16 Constitution saving throw, taking 2d8 fire damage and gaining 1 point in exhaustion on a failed save. Creatures that are metal or are wearing metal roll at disadvantage and take 2d8 fire damage.







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