Huge Dragon, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 209 (18d12 + 100)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
25 (+7)
DEX
11 (+0)
CON
23 (+6)
INT
17 (+3)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +11, WIS +7, CHA +9
Skills Perception +13, Stealth +6
Damage Immunities Acid, Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) acid 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.

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 19 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.

Caustic Breath (Recharge 5–6). The dragon exhales a red smoke in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 40 (10d6) acid damage on a failed save, or half as much damage on a successful one. Those who fail the save take another 17 (4d6) fire damage

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 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The fully grown offspring between two Dragons, one Copper, one Red. Its scales take on a crimson metallic hue, the skin beneath glowing a hot yellow. Cinder Dragons, also  sometimes called Caldera Dragons, take on the physical body plan of their Copper parent, while adopting the facial and horn structure of their Red Chromatic parent. Their alignment is mostly muddled and warped, due to the warring ideals of their parent species, but depending on who actually raises the Dragon itself, their temperament can vary from Chaotic Good to Chaotic Evil. Most take a Chaotic Neutral stance when left to their own devices, out for themselves and only themselves.

Lair and Lair Actions

A Cinder Dragon’s Lair

Cinder dragons lair in high mountains or hills, much like their two parent dragons, dwelling in caverns under snow-capped peaks, or within the long and twisted caves that dot mesas. Caves with volcanic activity or natural acid pools act as prime Cinder dragon lairs, creating hazards that hinder intruders and letting searing heat and caustic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a cinder dragon spends as much of its time outside the mountain as in it. For a cinder dragon, the world is a treasure trove of identities and stories. They hunger for the stories of man and beast, in hopes to forge their own, away from the tyrannical oppressions of the red dragons, or the partygoing lifestyle of copper.

Throughout the lair complex, servants, either employed through basic means such as payment, or through brutal slavery, maintain vast libraries for the dragon and its constituents, Hoarding massive amounts of intellectual property alongside their troves of gold and jewels.

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.
  • Caustic gases 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 lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

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

  • small hotsprings are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by unknown acids.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: DesertHillMountain

G_Rampancy

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