Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Burning body. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Molten Blight.
Any creature who fails the magma breath save or comes into contact with it takes an additional 4d6 fire damage on their turn and at the end of the Dragon's next turn.
If the player doesn't use their action to wipe off the molten stone during their turn they become restrained as the stone hardens when the blight ends.
Anyone trapped in the stone has to succeed a succeed a DC 16 Strength check to break free.
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning 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 21 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 fire in a 90-foot line. Each creature in that area must make a DC 24 Dexterity saving throw, taking 63 (14d6) fire damage on a failed save and suffer from molten blight, or half as much damage on a successful one.
The line of magma persists for the next four rounds as difficult terrain. Any nonmagical metal or flammable items that fall into the magma are destroyed.
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.
Burning Gaze (Costs 3 Actions). The dragon can cause all metal items in their gaze to heat up. All creatures in direct site of the dragon suffer from the effects of the Heat Metal for two turns. This action cannot be used if it was used in the previous round.
Description
The immense heat and black fumes from pools of lava surrounds a Magma dragon, whose hooked horns and molten spinal stones define its silhouette. Its heat is too intense for most mortals to stand, only to be contested by its fiery related red dragons.
Lair and Lair Actions
A Magma Dragon’s Lair
The lair of a Magma dragon usually sits in the heart of a volcano or large source of elemental heat. The dragon can use channels of magma to swiftly move under the earth and arise near its hunting grounds or disappear to safety if need be. The trophies of its kills and hoard of treasures are usually trapped in large chunks of obsidian or stuck to the volcanic walls of the lair.
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 magma rises from the depths and begins to fill the lair. Lava fills up to five feet of the lair for the next two turns, any creature that touches the lava takes 6d10 fire damage the first time they enter it. This lair affects cannot be used for another two rounds after it goes down.
Regional Effects
The region containing a legendary Magma dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Smoke billows from the volcanic lair, causing the area within 3 miles to be treated as dim light regardless of the time of day or weather.
- Small pools of lava appear randomly within a 6 mile radius, causing regular fires.
- 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 1d10 days.
Previous Versions
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10/4/2021 8:50:41 AM
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