Gargantuan Dragon, Chaotic Evil
Armor Class 20 (Natural Armour)
Hit Points 384 (21d20 + 164)
Speed 40 ft., Burrow 40 ft., Swim 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
10 (+0)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +7, CON +15, WIS +8, CHA +10
Skills Perception +15, Stealth +14
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 25
Languages Draconic, Primordial
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Fire Aura. Each creature that starts its turn within 10 feet, or during its turn enters the area, of the dragon must make a DC 23 Constitution saving throw, taking 7 (2d6) fire damage on a failure, or half as much damage on a success. If the dragon is subject to its Harden trait, creatures do not need to make the saving throw.

Illumination. The magma dragon emits dim light in a 60-foot radius. If the dragon is subject to its Harden trait, the radius decreases to 15 feet until the end of the dragons next turn.

Water Susceptibility. For every 5 feet the dragon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Harden. If the dragon takes a total of 30 cold damage during a round, it partially hardens; its speed is reduced by half until the end of its next turn. In addition, all fire damage dealt by the dragon's melee attacks doesn't function for the duration.

Actions

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 7 (2d6) fire damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 7 (2d6) fire damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 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.

Magma Breath (Recharge 5–6). The dragon exhales lava in a 45-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 77 (14d10) fire damage on a failed save, or half as much damage on a successful one.

The area is covered in lava, becoming difficult terrain for 1d4 rounds before cooling. Any creature that starts its turn in the area, or attempts to pass over the area, must make a DC 23 Dexterity saving throw. On a failure, the creature takes 7 (2d6) fire damage per 5 feet travelled. If the area is subject to cold damage, it instantly cools.

Legendary Actions

The dragon 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. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

"I did always want to try rising from a pool of magma as an indimidating entrance. Looks like they beat me to it." - Elin Gentleheart, Adventurer

Volcano's Heart. Magma dragons are more primordial than other dragons, being nurtured from the raging heat of a volcano and mutating from the intense heat. A magma dragon will stay close to the volcano and not leave its home unless it has no other choice. Much like the volcano, it resides in, the dragon's behaviour can be placid until it goes into a violent rampage, indicated by an eruption.

Magma Form. Once reaching a certain age, magma dragons scales turn from their stone-like texture into a more flowing texture, near indistinguishable from real magma. Whilst it behaves like magma, it never drips from the dragon. The intense heat does make it impossible to poison the dragon as any toxin burns once inside.

Lair and Lair Actions

A Magma Dragon’s Lair

Magma dragons lair in and around the heart of volcanos and other areas with access to magma. Caves with volcanic or geothermal activity are the most highly prized magma dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a magma dragon spends as much of its time bathing in the pool of magma.

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 centred 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 magma dragon’s lair is warped by the dragon’s primordial 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 2d10 days.

TomTedH

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