Fire restoration. If hit by a Fire Attack, instead of taking damage it will regain 3d6 Hit Points
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Lava Breath (Recharge 5–6). The dragon exhales fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) fire damage on a failed save, or half as much damage on a successful one. After the Volcanic Dragon makes it attack, it can create a pool of lava 10ft long and wide. (Note the Dragon cannot use this lava to heal itself, but it can use it to summon Fire Elementals. But only 2 Max.)
Summoning Fire Elementals. if a pool of lava is spotted by the Dragon, Summon Two Fire Elementals to the field, The Dragon can only summon two more Elementals if the first two die. the Elementals will continue to fight even after the death of the Ilmenite Dragon. (Fire Elementals start their turns at the end of the Dragon's turn.)
Lair and Lair Actions
Volcanic dragons dwell in Volcanoes, or rising volcanic islands, believed they dwell closer for that chaotic destruction. A Volcanic dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded areas of lava.
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:
- Pools of lava that the dragon can see within 120 feet of it can summon 2 Fire Elementals.
- If a Volcanic Dragon starts its turn in a pool of lava it can regain 5d10 hit points
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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:
- The land within 6 miles of the lair takes twice as long as normal to traverse since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- The area can open up lava paths if enemies are caught in a lava path, they roll a Dex Save (17), On a fail, the enemy will take 4d8 fire damage, on a Succeed they avoid taking any damage.
- falling ash lightly obscures the land within 6 miles of the lair. a creature that does not fire elementals or dragons must roll a Con save (12), on a fail, they get on Exhaust point that can be removed after a Long rest. on a success, nothing happens.
Previous Versions
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