Ignition: Creatures the Obsidian dragon deals fire damage to are ignited, and are dealt 1d10 fire damage at the start of their turn. A creature may remove this ignition as an action, or by moving through water.
Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception checks to convince creatures it is a statue as long as it remains still.
Know Alignment (Good/Lawful). Abyssal Dragons are able to automatically detect if anyone in their presence within 120 feet are of Good or Lawful alignment.
Aura of Primal Emotion: Abyssal Dragons emotions are at their most raw and primal state. All Abyssal Dragons project one of the following emotions in a 60 foot radius. All mortals(creatures that are not dragons, elementals, fey, constructs, or undead) must make a Wisdom saving throw (DC 21) at the beginning of each of their turns, or become afflicted by the emotion. If the auras of multiple Abyssal Dragons overlap, only the strongest takes effect, and if multiple Abyssal Dragons with the same power have overlapping auras, those within them only need to save once to ignore both of them. This is considered a mind-affecting ability.
- Anger: Effect is identical to the Rage spell.
- Arousal: Effect is identical to the Charm Person/Monster spell(s).
Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.
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: +14 to hit, reach 10 ft, one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) 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.
Smite Good. Twice per day, an Abyssal Dragon can make a normal attack to deal an additional damage equal to its HD total (maximum +20) against a good target.
Smite Law. As Smite Good, but against lawful target.
Abyssal Breath (Recharge 5-6). The dragon exhales a horrible gas in a 60 foot cone, infused with the madness of the blackest souls consigned to the Abyss. Each creature in the cone must make a DC 18 Wisdom saving throw, taking 6 (2d6) Wisdom damage on a failed save, and half as much damage on a successful one. This Wisdom damage can be healed with a Long Rest, Greater Restoration, or Wish spells.
Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 18 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.
Incineration breath (recharge 5/6) The dragon exhales almost molten flames in a 60 foot cone. Each creature in this line's must make a DC 26 dexterity saving throw, taking 63 (18d6) fire damage on a failed save or half as much on a successful one.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.
Detect The dragon makes a Wisdom (perception) check.
Tail attack The dragon makes a tail attack.
All consuming flame (2 actions) The dragon sends out a wave of hellish flames. Creatures within 15 feet make a DC 22 dexterity saving throw. On a failed save, the creature is dealt 15 (2d6+8) fire damage and ignited. Creatures that are already ignited automatically fail this save.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Intelligent, vindictive, cruel. These are the qualities given to the obsidian dragon and, to be quite frank, it loves each and every one. The obsidian dragon will go out of its way to cultivate this image. They torture the land around their lair, reveling in turning it into a barren, inhospitable wasteland.
The obsidian dragon's scales are glossy and smooth, looking like carved glass that becomes serrated spikes at each of the dragon's joints. A young obsidian dragon's scales are dull and smoke grey, with multiple scales speckled in black and white spots that look like nothing as much as they do soot .This dull grey extends even to the dragon's internals, making their blood closer to a muted grey than it is red. As the dragon grows older, their scales become far more smooth and darken to a reflective pitch black. Their insides eventually become a dark crimson, and its blood begins to glow a deep, furnace-like scarlet. Once the obsidian dragon becomes an ancient of its kind its blood seems to radiate heat and glows like molten lava, and it grows a pair of horns that can only be described as demonic in form.
Glorious butchers An obsidian dragon loves the sight of freshly spilled blood, the smell of charred and crackled flesh and finds the death screams of a creature slowly, agonizingly having its bones ripped from its body to be the most melodious of all sounds. Yes, they like to kill things. However, they love to do so in the most dramatic and theatrical way possible, and loves to leave an audience alive to tell the tale. An obsidian dragon will go out of their way to take prisoners and toy with their foes, drawing and guiding them towards the most "fun" and often most lethal and horrifyingly effective traps contained within the dragon's lair.
Masters of flame An obsidian dragon is a being with lava running through their veins, and their incredible psionic capabilities are bent to the absolute dominance of the volatile element. Their flames ignite cloth, flesh and steel with equal ease, their bodies cannot be harmed by the element, and such power courses through them that even the energies of death itself do not have much of a noticeable effect. They absolutely love demonstrating their capabilities, and they char and blast the land around their lair into a hellish pyroclasmic field, where the only creatures that find life are those fiendish beings who serve the beast's twisted will, or those unfortunate souls that the dragon has decided to grant their "favor" to.
Lordly power Obsidian dragons are quite simply the most powerful of the mortal gem dragons. Their arrogance and violent attitude cause them to constantly come into conflict with their only slightly lesser cousin the cursed amethyst dragon. However, neither of the gem dragon types are able to truly attempt to destroy the others, the obsidians because they cannot work together long enough to attack an amethyst kingdom, and the amethyst because the obsidian dragon is so constantly surrounded by minions and such hostile environments that attacking the solitary creatures would inflict unacceptable losses.
Godless Once the obsidian dragons were accepted and welcomed in the halls of the gem dragons, and while their goddess Seradess lived and thrived under Saridor's good graces the obsidians were arrogant, sometimes selfish hoarders of knowledge. However, when the Ruby Dragon destroyed Seradess and locked away her divine essence, the obsidian dragons rebelled and left the worship of Sardior en-masse. Ever since, there has been conflict between the obsidians and the other gems, and the obsidians have become ever more bitter and cruel to lesser beings. Nothing would please them more than the sight of their goddess restores to life, the world burning under her wings... but until such a time, the obsidian dragons are left without any divinity to worship, and it has not done them good.
Lair and Lair Actions
The Obsidian dragon often will live in or around an active volcano, often preferring the ease it provides in creating just the perfect environment for their combustive tendencies. However, when an obsidian dragon does not feel lazy or they wish to announce their arrival on the mortal plane, the dragon will either go to find a dead volcano or claim a castle, turning it into a hellish landscape and torturing the earth with their psionic energies to make it more towards their liking. Their attitudes make them natural enemies of many gems who live in the same territory, as well as red and silver dragons.
Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A large wave of flame rolls through the dragon's lair, igniting and incinerating any foolish enough to assault the wyrm in its home. The dragon creates a 100ft long, 20ft wide wave of flames within its sight, forcing all creatures within it to make a DC 15 dexterity saving throw. On a failed save, a creature is dealt 16 (3d10) fire damage and ignited. An ignited creature takes 1d10 fire damage at the beginning of their turn, and can end the ignition on themselves or another creature as an action or by moving through water. On a successful save a creature is not ignited.
- A wall of molten magma erupts from the earth, blasting creatures in its path away, and scorching those that remain. Five sections of magma rip from the ground, each one measuring 10ft long, 30ft tall and 2 ft wide. This wall can pass through spaces occupied by creatures, forcing them to make a DC 15 strength saving throw. On a failed save, the dragon chooses which side of the wall the creature ends up on, on a success the creature chooses which side they want to be on. Any creature that starts their turn within 10ft of this wall is dealt 11 (2d10) fire damage. Moving through this wall takes an action, and creatures that do so are dealt 33 (6d10) fire damage.
- Toxic vents rip open in the earth, spilling their sickening, nauseous gasses into the air. Creatures in three 10ft spheres must make a DC 15 constitution saving throw. On a failed save a creature is poisoned for up to one minute. A poisoned creature may not take the dash action, and may attempt to make the saving throw at the beginning of the turn to end the poisoned condition.
Regional effects
A legendary obsidian dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Within 5 miles of their lair, a black, billowing cloud of soot constantly pours from the heart of the obsidian dragon's abode. This marks the edge of what it considers its private territory, and the land under this unnatural blanket is covered in a lair of soot that makes intruders easy to track, and which kills plant life rather thoroughly. This cloud fully disperses a month after the obsidian dragon's death.
- Within a mile of the dragon's lair, the land is ripped open and a hellish red glow comes from the rending wounds in the earth. Much of the land is caked in cooling obsidian and basalt, with other volcanic rock constantly oozing from new rends that appear without warning. Literal waterfalls of lava are a common sight, and there is no sign that any of the pyroclasmic activity will ever come to an end. Only after the dragon has been dead for a year will the most obvious displays peter to a stop, and any volcano that housed the dragon will remain active for up to a century, even if it had been dead before the obsidian dragon made it their lair.
- Within the lair itself, portals to Hell, Hades, the Abyss and the elemental plane of Fire can sometimes be found. Often used by the dragon just to call forth body guards, they also provide a way of escape if they need one from invading dragons or heroes. Demons, devils, yuggoloths and elementals can all be summoned by the dragon via these portals, and all of them are considered friendly and at least mostly loyal to its cause. While sometimes the dragon lets rival varieties of fiends fight one another for its amusement, or for the amusement of a prospective red or obsidian mate, the various minions it can call are typically kept under tight control and no attempts to continue the Blood Wars are allowed within the dragon's hold. These creatures will remain after the dragon's death until they are actually slain.
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