Legendary Resistance (3/Day). If the Wreathing Flame fails a saving throw, it can choose to succeed instead.
Multiattack. The Wreathing Flame 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: 21 (3d8 + 8) slashing damage.
Frightful Presence. Each creature of the Wreathing Flames choice that is within 120 feet of the Wreathing Flame and aware of it must succeed on a DC 19 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 Wreathing Flame's Frightful Presence for the next 24 hours. if a creature has been subject to the dream effects of the Wreathing Flame they have disadvantage on this saving throw
Fire Breath (Recharge 5–6). The Wreathing Flame exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
The Wreathing Flame 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 Wreathing Flame regains spent legendary actions at the start of its turn.
Detect. The Wreathing Flame makes a Wisdom (Perception) check.
Tail Attack. The Wreathing Flame makes a tail attack.
Phantasmal Flame (Costs 2 Actions). The Wreathing Flame mind opens. up to three creatures that the Wreathing Flames can see must succeed on a DC 18 Intelligence saving throw or take 6 (1d10 ) Psychic damage and Believes to be on Fire. they take a Additional 1d10 fire at the start of there next turn. at the end of there next turn they may repeat the save to stop this effect. additionally if water is poured on them or they are submerged in water this effect ends immediately.
Description
The smell of burnt flesh generally adorn the presence of a Wreathing Flame. its scales are razor sharp and have a blackish red tint to them. covering its while body. a slight glow seems to be coming off from under them. its eyes glow with some internal flame. that bores into all it see's
Lair and Lair Actions
A Wreathing Flame Lair
Wreathing Flame lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. or the twisting Tunnels of the Under Dark.
Wreathing Flames rarely leave their domain often hunting for large game or preying on creatures that wander through there area. they seek not control over others simply to burn all who come close
Throughout the lair ash and chard corpses litter the floor. any sand that was in its area has been transformed into glass due to the intense heat of the creature.
Lair Actions
On initiative count 20 (losing initiative ties), the Wreathing Flame takes a lair action to cause one of the following effects; the Wreathing Flame can’t use the same effect two rounds in a row:
- A Pillar of Flame strikes down on a point on the ground the wreathing flame can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius Tornado of Flame. Each creature in the 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 wave of heat radiates around the Wreathing Flame all Creatures with in 60 feet of the Wreathing Flame Lose fire Immunity or Resistance until the start of the next round.
- Psionic energy wash over a 20-foot-radius sphere centered on a point the Wreathing Flame can see within 120 feet of it. The sphere spreads around corners, It lasts until initiative count 20 on the next round. Each creature that starts its turn in the Sphere must succeed on a DC 13 Intelligence saving throw or be frightened until the end of its turn. if frightened in this way they are paralyzed.
Regional Effects
The region containing a legendary Wreathing Flame lair is warped by it's magic, which creates one or more of the following effects:
- Any Creature sleeping with in 1 mile of its lair are subjected to terrible dreams of burning they must succeed a DC 13 wisdom saving throw or be frightened of any fire larger than torch light. they may repeat the saving throw every hour. if they fail by more than six they will be unconscious and catch on fire and take 1d10 damage every minute. they are unconscious until the fire is put out at which time they awaken
- Water sources within 1 mile of the lair are supernaturally warm and anyone who approaches them feel uneasy
- Phantasmas of flame Appear with in 1 mile of its lair. they appear to be large moving flames akin to a fire elemental. and will try to actively drive people away from the lair if the Wreathing Flame is asleep or drive them towards the lair if the Wreathing Flame is awake.
If the Wreathing Flame dies, these effects fade over the course of 1d10 days.







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