Gargantuan Elemental, Neutral
Armor Class 19 (natural armor)
Hit Points 296 (19d12 + 173)
Speed 40 ft., climb 40 ft., burrow 30 ft., swim 40 ft. only in lava
STR
27 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws STR +14, DEX +6, CON +14, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Vulnerabilities Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities Grappled, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 120, Passive Perception 23
Languages Common, Ignan
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Yasdamura fails a saving throw, she can choose to succeed instead.

Innate Spellcasting. Yasdamura can innately cast the following spells, her spellcasting ability is Constitution (spell save DC 21):

  • 3/day each: [spell]fireball[spell], [spell]fire shield[spell], [spell]flaming sphere[spell] (as a 5th level spell)
  • 2/day each: fire storm, heat metal (as a 9th level spell)
  • 1/day each: meteor swarm, hellish rebuke (as a 9th level spell)

Magmic Carapace. Any time Yasdamura is targeted by any ranged attack or spell that does at least 1 fire damage, roll a d6. On a 1 to 5, Yasdamura is unaffected. On a 6, Yasdamura is unaffected, and the effect is reflected back at the caster as though it originated from Yasdamura, turning the caster into the target.

Actions

Multiattack. Yasdamura can use her Frightful Presence. She 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.

Frightful Presence. Each creature of Yasdamura's choice that is within 120 feet of her and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of their 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 Yasdamura's Frightful Presence for the next 24 hours.

Lava Breath (Recharge 5–6). Yasdamura exhales lava in a 120-foot line that is 10 feet wide. 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.

Legendary Actions

Yasdamura can take 4 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. Yasdamura makes a Wisdom (Perception) check.

Tail Attack. Yasdamura makes a tail attack.

Retract (Costs 2 Actions). Yasdamura rolls into a ball. Until she takes her Emerge action, she has resistance to all damage, and it is restrained, but call roll at half of her movement speed. The next time she takes a legendary action, she must take her Revitalize or Emerge action.

Revitalize (Costs 2 Actions). Yasdamura can use this option only if she is retracted into a ball. she regains 52 (5d20) hit points. The next time she takes a legendary action, it must take its Emerge action.

Emerge (Costs 2 Actions). Yasdamura emerges from her ball form and makes a claw attack. It can use this option only if it is retracted in its shell.

Lair and Lair Actions

Yasdamura’s Lair

Yasdamura lives in a desolate volcanic island and is usually found sleeping in a cave or wandering the island in search of food. The island is mostly charred black stone and dried lava, with extreme heat and the smell of burning flesh and sulfur in the air.

Lair Actions

On initiative count 20 (losing initiative ties), Yasdamura takes a lair action to cause one of the following effects; Yasdamura can’t use the same effect two rounds in a row:

  • Magma erupts from a point on the ground Yasdamura can see within 120 feet of her, 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 Yasdamura. Each creature other than Yasdamura 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 Yasdamura can see within 120 feet of her. 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 Yasdamura’s lair is warped by the elemntal’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 Yasdamura’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If Yasdamura dies, these effects fade over the course of 1d10 days.

Habitat: Mountain

__Sage__

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