Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Swim 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Primordial
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Burning Fumes (Aura). Any creature that ends it's turn within 10 feet of the volcanic dragon gains vulnerability to fire damage until the start of their next turn.

Fire Absorption. Whenever the volcanic dragon would take fire damage, it instead takes no damage, and each enemy in the volcanic dragon's Burning Fumes aura takes 6 (1d10) fire damage.

Actions

Multiattack. The dragon can use its Growing Heat. 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.

Growing Heat. Each enemy within 10 feet of the volcanic dragon takes 6 (1d10) fire damage, then the burning fumes aura expands to 25 feet. When this action is used and the aura is at 25 feet, each enemy within 25 feet of the volcanic dragon takes 6 (1d10) fire damage, and then the burning fumes aura expands to 50 feet. Then, until the aura returns to it's starting size, the volcanic dragon can use this action to cause all enemies in it's burning fumes aura to take 11 (2d10) fire damage.

Lave Vent (Recharge 6). As a bonus action on the volcanic dragons turn, it can cause a 15 foot by 15 foot section of stone, earth, or other natural material within 50 feet of it to become a pool of lava, which lasts until the volcanic dragon ends the effect for no action, or dies. Any creature that moves into or starts it's turn in the pool takes 11 (2d10) fire damage.

Reactions

Volcanic Catastrophe. At the start of volcanic dragon's turn, if it's Burning Fumes aura is it's largest size (50 feet), it can use it's reaction to cause the fumes to ignite. Each enemy within the aura must make a DC 21 Dexterity saving throw, taking 32 (9d6) fire damage on a failed save, or half as much damage on a successful one. The aura then reverts to it's original size (10 feet).

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 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 7 (1d6 + 4) bludgeoning damage and 7 (1d6+4) fire damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Volcanic dragons are foul-tempered, cruel, hateful, and ambitious. They are as destructive as earthquake dragons, but they veil their lust for devastation with the pursuit of a more lofty goal, such as rulership over a kingdom in the Elemental Chaos or revenge for a petty slight half a century in the past. In the end, these goals are all justifications. The volcanic dragons’ true credo is: All things burn, and nothing burns more sweetly than flesh.

Lair and Lair Actions

A Volcanic Dragon’s Lair

Volcanic dragons lair in only the most volatile of volcanic mountains, creating nests next to large lava pools and heat vents. Many such lairs are partially hidden in the Plane of Fire, where the constant heat and ash feels like home to a volcanic dragon.

Though outwardly volcanic dragons may seek to conquer and rule, much as their chromatic red brothers and sisters, their only true desire is destruction. They are generally single-minded in pursuit of their goals; however, anyone capable of making a compelling offer (and surviving long enough to present it to the dragon, of course) can usually persuade a volcanic dragon to join their alliance, for a time at least.

A volcanic dragon's lair is riddled with lava pools and heat vents, claw marks gauged into the floors, walls and ceilings from the dragon's burning rage, and choked with burning dust and poison gas. The ceilings of the lairs are usually made of obsidian, often called volcanic glass, which is known for it's sharpness.

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.
  • An  10 foot wide section of the ceiling that the dragon can see within 120 feet of it shakes free from the ceiling of the lair and falls to the floor, shattering. Each creature directly below the section of ceiling must make a DC 15 Dexterity saving throw, taking 9 (3d6) bludgeoning damage on a failed fave and being knocked prone. Then, each creature within 5 feet of the shattered section of ceiling (including creatures hit by it when it fell) must make a DC 15 Dexterity saving throw, or take 4 (1d6) piercing damage as shards of obsidian shatter outward.
  • Volcanic dust and gas form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature other than the dragon that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be blinded and begin suffocating. The creature can repeat the saving throw at the start of their next turn to end both conditions.

Regional Effects

The region containing a legendary volcanic dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Geysers of hot water shoot up from the ground within 6 miles of the lair.
  • Poisonous gases rise from small cracks that form in stone within 1 mile of the lair.
  • 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

Name Date Modified Views Adds Version Actions
4/7/2022 10:40:54 AM
617
14
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Coming Soon

Monster Tags: Elemental

Habitat: Mountain

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