Huge Dragon, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 165 (16d12 + 80)
Speed 40 ft., climb 30 ft., fly 60 ft., burrow 30 ft.
STR
25 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
12 (+1)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws STR +11, DEX +7, CON +9
Skills Perception +8, Survival +3
Damage Immunities Fire
Senses Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 16
Languages Draconic, Terran
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Magma Breath (Recharge 5–6). The dragon exhales Magma in a 35-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Description

Umber Dragons smell of lava, and fire. Two large horns stick from its head. They have long snouts, with black scales, and glowing red cracks in between  them. They begin to grow little spikes on their body, to help them dig through the ground.

Lair and Lair Actions

Lair and Lair Actions

Umber Dragons lair deep underground. They tend to burrow into underground ruins, and lost cities. Because they mostly live underground, there would probably be earth and fire elementals in their 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:

  • 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 umber 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: HillMountainUnderdark

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