Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.
Necrotic Breath (Recharge 5–6). The dragon exhales black flames in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one.
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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The most dangerous of the Mineral Dragons, Obsidian dragons tolerate no disturbances in its lair which it protects and devours any creature that enters without its permission. The dragon is surrounded by a smoke filled scent. Its eye burn a bright white with a red center. The Scales of the Dragon are a dark black, gem-like with a ashy tint along the edges.
Dark Masters. Obsidian Dragons prefer to make their lairs and domains inside deep dark trenches, both above and underwater where they can hide their horde and be unbothered by creatures, which it devours if they are 1 mile away or inside their domain.
Non-picky Eaters. Obsidian dragons can and will eat anything, but it prefers diet are obsidian gems which can be used to bargain for mercy.
Death seekers. The obsidian dragon spends their lives looking for a worthy opponent to slay it, when a black dragon dies of any means that are not by battle, they become undead stone which rampage till they fall apart. So a honorable death is all they desire when they are close to death.
Lair and Lair Actions
Obsidian Dragons prefer to make their lairs and domains inside deep dark trenches, both above and underwater where they can hide their horde and be unbothered by creatures, these caves are lined with sharp obsidian crystals which are cold to the touch, the cave is extremely dark and hard to navigate, sharp crystals being the dragons first line of defense. The lair is filled with a foul odor of ash and rotting carcasses from long devoured prey, farther in the cave is a sweet scent, relaxing but overwhelming hot as you enter the center of the dragons lair, the walls made of obsidian and magma makes a molt around the dragon who awaits for a worthy foe or food. 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:
- The dragon chooses a point on where a obsidian crystal is located in its lair. Crystal spikes sprout from the ground in a 20-foot radius centered on that point, each creature must make a DC 15 Dexterity saving throw or take 21 (6d6) piercing damage if hit with the tip of the crystal, bludgeon damage if hit with the edge of the crystal or if within 5ft of the crystal take force damage.
- A tremor shakes the lair in a 60-foot radius around a Obsidian Crystal. 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.
- Magical darkness spreads from a point the dragon chooses within 60 feet of a obsidian crystal in it's lair, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary obsidian dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The lair is surrounded by black crystals (If a creatures bare skin touches the crystals take 1d4 necrotic damage), these crystals drain all light in a 5ft radius, and the dragon has the ability to see out of these crystals.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire and Shadow Realm, allowing creatures of elemental fire and shadow creature into the world to dwell nearby, these creatures are loyal to the dragon.
- All light within the domain is magically drained and the landscape is hard to transverse, non-magical light and flames a snuffed out and characters take (1d4)
If the Obsidian Dragon dies, these effects fade over the course of 1d10 days.
Comments