Catastrophic Aura(Volcano). A 5-foot aura of noxious fumes wafts around the dragon. Any creature which ends its turn within the aura must make a DC 17 Constitution saving throw or take 14 (4d6) poison damage.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use Growing Aura and then make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (1d10 + 8) piercing damage plus 7 (2d6) fire damage
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage plus 3 (1d6) fire damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) fire damage.
Fiery Fissure. The dragon opens a 30-foot continuous lava filled fissure anywhere in the ground within 60 feet of it. An enemy that enters or starts its turn in the fissure takes 22 (5d8) fire damage. The fissure is difficult terrain. This fissure lasts for one minute or until the dragon uses this power to create a new fissure
Growing Aura. The dragon's Catastrophic Aura expands its radius 10 feet. If the dragon uses this ability when its Catastrophic Aura is 25 feet, the dragon's aura explodes with energy and all creatures within 30 feet of the dragon must make a DC 21 Dexterity saving throw. Creatures who fail take 56 (12d6) fire damage and are on fire, taking 4 (1d8) fire damage at the start of their turns, creatures who succeed take half damage and are not on fire. A creature who failed the save and is on fire can extinguish the fire by using their action to make a successful DC 15 Dexterity saving throw on its turn. Once the dragon's aura explodes with energy it resets to 5 feet. Being struck with fire damage will activate this ability
The dragon can take three 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 volcanic dragon regains all spent legendary actions at the start of its turn.
Tail Attack. The dragon makes a tail attack.
Sudden Flare. Each creature in the dragon's Catastrophic Aura must succeed on a DC 21 Reflex saving throw. Creatures who fail take 14 (4d6) fire damage, creatures who succeed take half damage.
Fiery Fissure (Costs 2 Actions). The dragon uses Fiery Fissure.
Description
Righteous Rage
Like all catastrophic dragons, rage constantly simmers in the heart of the volcanic dragon. The rage of the volcanic is one of a wronged creature out for justice. These dragons see the destruction of life as their righteous mission. As the mutliverse’s superior beings they must destroy any non-elemental they come across as just punishment for their imprisonment. Most carry this twisted belief in their heart until the end of their days
Chromatic Hunters
With a warped idea of justice in their minds, volcanic dragons are most likely to hunt and kill any and all chromatic dragons. Since they share a love of volcano lairs, volcanic dragons will often challenge an established red dragon and try to take its home. These battles are brutal, as both creatures are unaffected by fire and must use claws and jaws to battle.
Lair and Lair Actions
A Volcanic Dragon’s Lair
Volcanic dragons tend to create lairs in their namesake.
Since many volcano lairs are occupied by red dragons, volcanic dragons do not build their own, but rather siege the lair of a red dragon, kill the host, and claim the new home. Volcanic dragons do make modifications to their stolen homes. They open cracks in the walls of the tunnels, allowing even more lava and noxious fumes inside to make the place habitable only by creatures who fear neither fire nor poison. Pieces of the defeated red dragon's corpse are mounted here and there as a show of the volcanic dragon's dominance. The cunning volcanic dragons rig their lairs with all manner of unexpected traps as well. Knowing their opponents may have prepared with spells and items to help them resist flames, volcanic dragons arm magic traps which deal acid, cold, and lightning, to show any who might think themselves clever that they cannot hope to outsmart a cunning master in its home.
Lair Actions On initiative count 20 (losing initiative ties), the volcanic 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:
§ A noxious gas cloud gathers in a 20-foot-radius cloud centered on an area the dragon can see within 120 feet of it. Creatures who start their turn in or enter the cloud must succeed on a DC 15 Constitution saving throw. Those who fail take 14 (4d6) poison damage and are poisoned for 1 minute, those who succeed take half damage and are not poisoned. A creature who fails this saving throw and is poisoned can repeat the saving throw of the end of its turn, ending the poisoned effect on a success.
§ The floor turns to soft, semi-molten rock in a 20- foot-radius are centered on an area the dragon can see within 120 feet of it. Creatures who start their turn in or enter the area must make a DC 15 Strength saving throw, or become restrained as the floor grips them. They are restrained until the dragon uses another lair action.
§ A sudden puff of sulfur shoots up from the ground and at the face of any creature the dragon can see within 120 feet. That creature must make a DC 15 Constitution saving throw or be blinded for 1 minute. A creature who fails this saving throw and is blinded can repeat the saving throw of the end of its turn, ending the blinded effect on a success.
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:
§ Lava suddenly bubbles up from the ground in random places at random times within 6 miles of the volcanic dragon's lair.
§ Heavy ash clouds blot out the sun within 1 mile of the lair. § Fire elementals ravage the land within 1 mile of the lair. If the dragon dies, the effects end immediately.
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