Illumination. The dragon sheds bright light in a 10-foot radius and dim light for an additional 20 feet.
Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:
At will: fireball, heat metal, produce flame, pyrotechnics, shatter, thunderwave
3/day: immolation, wall of fire, wall of stone
1/day: fire storm, incendiary cloud, power word stun, meteor swarm
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon’s weapon attacks are magical.
Siege Monster. The dragon deals double damage to objects and structures.
Volcanic Body. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. Additionally, flammable objects that are not being worn or carried ignite and catch fire when within 30 feet of the dragon.
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: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (6d6) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 14 (4d6) fire damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 14 (4d6) fire 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 22 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.
Volcanic Breath (Recharge 5–6). The dragon exhales superheated ash accompanied by crushing waves of sonic force in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 45 (13d6) fire and 45 (13d6) thunder damage on a failed save, or half as much damage on a successful one.
Plasma Breath (Recharge at Half Health). The dragon exhales a white hot beam of plasma in a 90-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 26 Constitution saving throw or be reduced to a pile of ash. Creatures immune to fire damage are immune to this effect.
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.
At-Will Spell. The dragon casts its of his at-will spells.
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 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (4d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Pyroclastic dragons are creatures of elemental fury, embodying the forces of fire, earth, and rumbling thunder that move earth and shape continents. They are native to the Bleak Eternity of Gehenna, an infinite plane of volcanic earthbergs and infernal lava.
A pyroclastic dragon is solidly built and powerfully muscled, conveying a sense of immovability. Its scales resemble fractured obsidian and glowing magma, forming a mottled pattern of reds, oranges, blacks, and grays over its entire body. Its large wings seem almost to be made of ash, but despite their flimsy appearance they are quite capable of bearing the dragon’s great weight aloft.
These dragons enjoy the taste of meat but can also subsist on a purely mineral diet.
Lair and Lair Actions
A Pyroclastic Dragon’s Lair
Pyroclastic dragons enjoy swimming through magma, but they make their lairs in caves carved out of volcanic rock. When they venture to the Material Plane, they live only in volcanic regions.
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 18 Dexterity saving throw, taking 35 (8d6) 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 18 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 16 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 pyroclastic dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes and volcanic eruptions 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 Outer Plane of Gehenna, allowing creatures native to the plane into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
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