legendary resistance 3/day: if the vocaloth fails a saving throw, it can choose to succeed instead.
fire absorption: if the vocaloth takes fire damage, it regains health points equal to the damage dealt.
multi-attack: the vocaloth makes one lava spew attack and makes one attack with its bite
lava spew: ranged attack, + 14 to hit, range 40/60 feet, two targets within 15ft of each other- 45 (4d12+7) fire damage
bite: melee attack, +17 to hit, range 5 ft, one target- 51 (5d12 + 10) piercing damage
fiery rebuke: if the vocaloth is attacked, it can make one lava spew attack.
the vocaloth can take one legendary action, choosing from the option below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vocaloth regains spent legendary actions at the start of its turns.
chomp (Costs 0 Actions). The vocaloth makes one bite attack.
Lair and Lair Actions
a vocaloth's lair is most likely to be a volcano, but it can be anything with lava like a magma cave or on the elemental plane of fire.
Lair Actions
On initiative count 20 (losing initiative ties), the vocaloth takes a lair action to cause one of the following effects; the vocaloth can’t use the same effect two rounds in a row:
- flames erupt from all sides, causing each creature in the lair to make a dc 24 dex save or take 24 (4d12) fire damage, or half as much on a successful save
- the vocaloth gains 20 hit points
Regional Effects
The region containing a legendary vocaloth’s lair is magical, which creates one or more of the following effects:
- a fire devil (tornado) comes through. each creature in a 150 ft radius must make a dc 18 dex save or take 45 (7d6) fire damage and be knocked prone. if a creature doesn't fail, it is able to avoid the fire devil all together.
- a drought comes through, turning all water to steam
If the vocaloth dies, these effects fade over the course of 6d4 days.







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