Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 148 (11d12 + 66)
Speed 40 ft., climb 40 ft., fly 80 ft., burrow 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +7, CON +14, WIS +8, CHA +12
Skills Athletics +15, Perception +15, Stealth +7
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Molten glide.  Kralka-Toric move half his burrowing speed through solid rock. Leaving pools of lava that solidify after 1 round.

Rage of the mountain (Mythic Trait; Recharges after a Short or Long Rest). If Kralka-Toric is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 148 hit points and  becomes enraged. While enraged he loses the ability to fly and crash lands  if flying or appears in the nearest free space if burrowing. He then erupts in a fiery explosion, causing each creature in a 20-foot-radius sphere around Kralka-Toric to make a DC 20 Dexterity saving throw . A target in the explosion takes 42 (8d6) fire damage on a failed save, or half as much damage on a successful one. Kralka-Toric remains enraged  or 10 minutes until he ends a turn without taking damage or attacking  and with out any foes in sight. 

Legendary Resistance (3/Day). If Kralka-Toric fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. Kralka-Toric’s innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:

At will: Heat metal, Fog cloud 

1/day each: Bones of the earth, Delayed Blast Fireball Ashardalon’s Stride

Actions

Multiattack. Kralka-Toric can use its Frightful Presence. He then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +15 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 20 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.

Pyroclastic Breath (Recharge 5–6). Kralka-Toric exhales fire and ash in a in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Additionally the  effected area is filled with a swirling cloud of smoke and white-hot embers until the start of Kralka-Toric's next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.  The area is heavily obscured . When the cloud appears any creature  in the area must make a DC 22 constitution saving throw. A creature takes 31 (9d6)  fire damage on a failed save, or half as much damage on a successful one.  A creature must also make this saving throw when it enters the cloud's area for the first time on a turn or ends it's turn there.

Bonus Actions

Molten Armor: While burrowing the dragon can don an Armor of Molten stone. For one minute  Kralka-Toric has resistance to cold damage (over riding his cold vulnerability),  and whenever a creature within 5ft of the dragon hits them with a melee attack. The attacker takes  9 (2d8) fire damage. A creature also takes this damage when ever it start it's turn while grappled by the dragon.  If Kralka-Toric takes a total of 25 or more cold damage (after resistances) while Molten Armor is active the armor freezes ending molten armor and causing Kralka-Toric to be restrained. Kralka-Torric can attempt to end the restrained condition  as a bonus with a DC 25 athletics check.

Reactions

Fiery Dispel. Whenever Kralka-Toric takes cold damage or under the effect of a spell that can be blown or burnt away such as web or cloudkill  he can cast dispel magic as a reaction to end that spell by burning it away or blowing it away with his wings. 

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. Kralka-Toric makes a Wisdom (Perception) check.

Cast a spell. Kralka-Toric casts one of his spells.

Tail Attack. Kralka-Toric makes a tail attack.

Wing Attack (Costs 2 Actions). Kralka-Toric beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 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.

Mythic Actions

If Kralka-Toric’s mythic trait is active, he can use the options below as legendary actions. 

Land shark. Kralka-Toric burrows up to his speed and can make a bite attack

Burning rage (Costs 2 Actions).  Any metal object within 30ft of Kralka-Toric burns red hot.  Any creature in physical contact with such an object takes 9 (2d8) fire damage. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 20 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of Kralka-Toric's turn. This effect can be ended on a creature using  dispel magic

Description

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

Kralka-Toric was born near a portal to the elemental plane of fire and has a much stronger attunement to fire than other red dragons his age. He radiates heat and flame almost constantly but this also means he loses heat more quickly and is particularly vulnerable to the cold damage.  Kralka-Toric  knows this and over the years has developed tactics  to adapt and overcome it.

Kralka-Toric delights in ambushing prey whether it is bursting from the ground in a fiery eruption or swooping in after filling the battle field with burning ash. When threatened with cold he will use hit an run tactics diving beneath the earth and sealing the tunnels behind him. However, for all his fiendish scheming and care his pride as a dragon remains strong.  When knocked out of the sky he becomes enraged and his behaviour devolves to that of a beast, billowing ash and flame with little regard for subtlety or surprise.

Tactics

Kralka-Toric prefers to begin combat with a surprise attack donning his molten armor underground he prepares a Delayed Blast Fireball to release when he erupts from the ground. He will then try to grapple a target and fly high into the sky with them using his wing attack,  fog cloud and heat metal to foil those that would interfere. 

Once in the sky he clouds himself and his victim in his pyroclastic breath before devouring them or letting their dead body fall to the ground. He then Dives back into the earth to repeat the cycle.

When enraged he foils attacks with his burning rage and Ashardalon’s Stride while diving in and out of the earth for hit and run attacks, regularly refreshing his molten armor. 

He knows he is weak to cold and will prioritise using dispel magic on such effects or avoiding them. As well as maintaining his molten armor.

 

Lair and Lair Actions

A Red Dragon’s Lair

Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

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.
  • Volcanic 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 red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • 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.

Habitat: HillMountain

Solarsyphon

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