Amphibious. The dragon can breathe both air and water or magma.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Planar Travel. Obsidian dragons have the innate ability to pass instantly between the Material Plane and the Inner Planes at will, they can cast plane shift on self only from the material plane and any elemental plane, and vise versa requiring no spell components and using Intelligence as the spellcasting ability.
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) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (1d8+8) slashing 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 18 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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20, spell attack +12):
1/day each: scorching ray, stoneskin, wall of fire, fireball, shield, Intellect Fortress
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
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.
Claw. The dragon makes one claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Flaming Shroud (Costs 3 Actions). The dragon expels smoke from its nostrils that surrounds creatures then explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 7 (2d6) fire damage and takes the damage again at the start of each of the targets turns, and cannot take the hide action for 1 minute. A creature can repeat the saving throw at the end of their turns to end the effect.
Description
Obsidian dragons, though extremely intelligent, were also arrogant, quick to anger, and cruel, being known to toy with their prey before finishing it. Obsidian dragons ranged in size from small wyrmlings to gargantuan great wyrms. As hatchlings, their scales were rough, dark grey, and distinct from each other, but as they grew, their scales changed to solid black and smooth to point that individuals scales were difficult to distinguish.
Lair and Lair Actions
An Obsidian Dragon’s Lair
Obsidian dragons make their lairs in caves inside of or near volcanos, preferring liars in the elemental plane of fire. They prize locations with coal and obsidian or just general black stone incasing its underground liar so it can hide and surprise would be enemies from seeing it.
The challenge rating of a legendary obsidian dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Eruption. 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.
Spiraling Flame. The dragon casts the wall of fire spell, using its spell save DC and requiring no spell components and doesn't need to concentrate. The spell ends early if the dragon uses this lair action again or dies.
Obsidian camouflage. The dragon sinks into the ground moves it full burrow speed and does the hide action with advantage as it skin matches the dark black rock and inline magma.
Regional Effects
The region surrounding a legendary obsidian dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Angered guardian. Clouds of billowing smoke in the sky resemble the dragon face staring down creatures on the ground.
Obsidian Profusion. Obsidian crystals and geodes form along volcanic rock and magma rivers within 6 miles of the lair.
Magma Sight. Magma within 6 miles of the lair is a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any magma in that region.
If the dragon dies, the effects stop over the course of 1d10 days. The existing abundance of obsidian remains, but new crystals and geodes form at a normal rate.
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