Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Activated Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects as long as it is either within 30 ft of a large open flame or has taken fire damage within the last 8 hours.
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Spiked Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 4 (2d4) 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 17 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 23 hours.
Fire Breath (Recharge 5–6). The dragon exhales magical fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Rejuvinating Energy (Recharge 3-6). The dragon fills itself with glowing green energy, causing it to gain back 20 hit points.
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 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Explosive Shield (Costs 2 Actions). The dragon creates a magical shield around itself and up to two other creatures within 5 feet of it. While active, all creatures within the shield get +3 to AC. Once the shield has taken 3 hits that wouldn't deal fire or force damage, it explodes and all creatures hostile to the dragon and it's allies within 40 ft of the dragon must make a DC 17 Constitution saving throw or take 13 (3d6) force damage and be knocked back 35 feet from the dragon on a failed save, or half as much damage and only be knocked prone on a success.
Description
Firespine dragons are cousins of red dragons that trade gigantic size and unimaginable malevolence with a more neutral mindset, enhanced magical abilities, and far less intelligence. Due to this, red dragons are deeply jealous of firespine dragons, and will often hunt down and kill or enslave just about any firespine dragon they see.
Lair and Lair Actions
A Firespine Dragon’s Lair
Firespine dragons usually lair in just about any mostly uninhabited mountainous cave or other area. They rarely ever collect any sort of trophies, the only ones they will collect are large and beautiful natural trophies like the preserved skull of a rival dragon. The lair contains three different treasure rooms, one for each type of treasure. The first is for mostly useless treasures, the second is for magical items and contains most of the dragon's main treasure hoard. The third contains trophies such as animal bones and often serves as a play area for the children of the dragon's minions.
Lair Actions
On initiative count 19 or 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 15 (5d4) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 50-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 14 Dexterity saving throw or be knocked prone.
Regional Effects
The region containing a legendary firespine dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 5 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and upon being looked into, show the form of the dragon's head with its eyes closed (if it is asleep or away from the lair) or open.
- Rocky fissures within 1.4 miles of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. These portals can become larger or smaller or close or shut off completely whenever the dragon chooses, even if it is many miles away from the lair.
- Shielding, healing, and fire-damaging spells casted within 6 miles of the dragon's lair gain a +2 modifier to whatever effects the make.
If the dragon dies, these effects fade over the course of 2d8 days. The portals to the Plane of Fire however, close completely after 1d10 days.
Comments