Huge Dragon, Typically Neutral
Armor Class 19 (natural armor)
Hit Points 271 (19d12 + 138)
Speed 40 ft., Fly 80 ft., Burrow 40 ft.
STR
24 (+7)
DEX
14 (+2)
CON
24 (+7)
INT
20 (+5)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +8, CON +13, WIS +10, CHA +11
Skills Perception +15, Persuasion +12, Stealth +14
Damage Vulnerabilities Cold
Damage Immunities Fire, Psychic
Condition Immunities Charmed, Prone, Restrained
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages Common, Draconic, Elvish, Gnomish, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Firepower. The Obsidian Dragon Begins every initiative with 5 firepower. At The Start of Each of its turns the Dragon Gains 3 Firepower and has a maximum of 10 Firepower. The Dragon may spend firepower for any of these effects.

  • Using one Firepower- the Dragon succeeds on one Saving Throw or ends an effect affecting them
  • Using two Firepower- the dragon lets out a burst of molten fire around them causing all creatures within 15 feet of the dragon to make a DC 21 Dexterity Saving Throw or take 13 (5d4) fire damage on a failed save or half as much on a successful one creating a firey crater behind. The area becomes difficult terrain for 1 minute and any flammable object that is not being worn or carried within the area catches on fire. 
  • Using 3 Firepower- The dragon usies its claws to dispel one magic effect within its reach
  • Using 4 Firepower- The dragon surrounds itself in molten rocks surrounding itself in 12 10 foot by 10 foot sections of molten rock that are 6 inches thick. All creatures within the area must make a DC 21 Strength saving throw or be pushed to one side of the rock. Each 10 foot section has an AC of 13 and 90 Hp and are immune to poison, psychic and fire damage, resistant to bludgeoning and slashing damage and vulnerable to cold damage. Touching attacking or ending your turn within 10 feet of any piece of wall deals 13 (5d4) fire damage. A creature takes the same damage when it enters within 10 feet wall for the first time.
  • Using 5 Firepower- The Dragon uses its Molten Breath. 

 Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Illusory Master.  Illusions the dragon creates include sound, temperature, and other stimuli,  and can even interact with creatures. Creatures rationalize and illogical outcomes. Creatures that succeed on a DC21 Intelligence Saving throw recognize the illusions for what they really are and no longer are effected by them. 

Actions

Multiattack. The dragon uses its Awesome Presence. Then makes 3 attacks: one Bite and two Claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) fire damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 11 (1d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Genesis(1/day): The Dragon concentrates all of its Psionic power to create a plane of its own design. Every creature within 300 feet is teleported into a demiplane of the dragons creation. The exact layout is determined by the dragon, but will almost always consist of volcanic terrain, lava, smoke, and rock(Oft resembling the elemental plane of fire). When the dragon reaches 0hp or ends the effect as an action, all affected creatures return to a point within 30 feet of their positions before being teleported into the demiplane.

Awesome 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 charmed by the dragon 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 Awesome Presence for the next 24 hours .

Breath Weapon (Recharge 5–6). The dragon uses its breath weapons:

Molten Breath. The dragon exhales mist in a 60-foot cone. Each creature in that area must succeed on a DC 21 Dexterity saving throw, taking 32 (7d8) bludgeoning damage plus (7d8)  fire damage on a failed save, or half as much damage on a successful one. Additionally, creatures who failed the Saving Throw by 5 or more are restrained  by newly formed obsidian and volcanic rock until they use their action and succeed on a DC 21 Str save or another creature uses its action to free it.

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Constitution as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):

1/day each:

  • 1/day each: Earthquake, Wall of Fire, Incendiary Cloud, Firestorm, Bones of The Earth, Ashardalon's Stride, Raulothim's Psychic Lance, Erupting Earth, Telekinesis,  Fire Shield, Plane Shift, Flame Strike, Destructive Wave.
Bonus Actions

Psychic Step: The dragon magically teleports to an unoccupied space within 60 feet of it.

Superior Invisibility. The dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Tail. The dragon makes one Tail attack.

Psionics (Costs 2 Actions). The dragon uses its Psychic Step, casts a spell, or uses its Superior Invisibility.

Pyroclasm(Costs 3 Actions): The dragon triggers a volcanic explosion at a point it can see within 60 feet of it. Each creature within a 30 ft radius sphere, centered on the chosen point, must succeed on a DC 21 Dexterity Saving Throw or take 13 (5d4) Fire damage plus 13 (5d4) Bludgeoning Damage and be knocked prone. The affected area becomes difficult terrain until the start of the dragon's next turn.

Description

Obsidian Dragons like all Gem dragons are especially gifted with the power of psionics, with theirs being powerful enough to create and shape the very world around them, often with devastating results, choosing fiery locations and volcanic regions as their favorite areas.

Banished and Scorned: Like the other Gem Dragons, obsidian dragons used to make their home in the Ruby Palace in the court of Sardior, the Ruby Dragon. Yet eons before recorded history Sardior killed the Master of the obsidian dragons, Seradess, and banished all of her kin from the court. This marked the Gem dragons as enemies of the other gem dragons, to be avoided or killed. Wandering without a home, they made their way to the elemental plane of fire, where they could live in relative peace, safe from their former brethren. Living here infused their bodies with the power of elemental fire, granting them even greater power with their psionics.

Creators: Before their exile, the obisidan dragons used their powerful creation abilities to create homes and Demiplanes for use by the gem dragons as lairs, breeding grounds, and treasure chambers. Now, with no purpose, they use their abilities to create homes for themselves, planes with which they have total and complete control and they extend this ability into the mortal planes as well, exerting the influence they once had, in attempt to garner further power and regain their lost prominence as the Apex of the gem dragons, a place they believe themselves robbed of by Sardior.

Selfish Rulers: Being the only evil aligned gem dragon, makes them far and away the most selfish. They believe themselves the pinnacle of all things and that all other life should bow before them, and most societies are not equipped to tell them otherwise. Even a great and powerful red dragon would think twice before challenging an Obsidian Dragon's claim. Any settlements that find themselves under one's thumb often make regular offerings of treasure or livestock, with the dragons taking particular fancy for depictions of themselves. Their hoards consist of relics from the dragons past, including lost items of the ruby palace as well as draconic shards stolen from the dead of other gem dragons, Crystal carvings of themselves, paintings and anything else to feed their insatiable vanity are all desirable and can be found in one's hoard

Lair and Lair Actions

The dragon chooses to make its lair in underground caves beneath a volcanic region, setting up its hoard in an expired magma chamber and observing its land from the boiling caldera or the heart of a volcano. Channels of magma flow beneath the surface on every major pathway through the region which the dragon can swim through as if it were water, allowing easy and undetected traversal as well as a direct passage back to its sleeping chamber.

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:

  • Beguiling Whispers: The dragon telepathically whispers to one creature within range of its telepathy. The creature must make a DC 16 Wisdom save or be charmed by the dragon until initiative count 20 on the next round. The creature while charmed this way obeys any of the dragon's commands that arrent directly harmful to the creature to the best of its abilities.
  • Richter Rumble: The dragon focuses it's mind to cause extreme tremors in the area. All creatures within 60 feet of the dragon must make a DC 24 Con save or be knocked prone until initiative count 20 on the following round. Flying creatures ignore this effect if they are not on the ground.
  • Dire Inferno: The dragon manipulates the earth causing magma to erupt from the ground. The dragon creates 3 walls of magma 25 feet long and 20 feet tall at 3 points within 60 feet. Any creatures in the space of the walls when they form or that come within 5 feet of the walls must succeed on a DC 20 Dexterity saving throw or take 5d8 Fire damage and be stunned until initiative count 20. The walls space becomes difficult terrain and spells and attacks cannot pass through the walls' space.

Regional Effects

The region containing an Obsidian Dragon is shaped by its Psionic magic, creating one or more of the following effects:

  • Obsidian Protrusion: Large Crystals of obsidian begin to grow at an accelerated rate in the area within 6 miles of the dragon's lair. The dragon may cast Scrying at will on the location of any one of these crystal deposits.
  • Draconic Edict: The dragon can spawn a spectral image of itself from any flame or patch of lava within the area within 6 miles of its lair to communicate with any intruders or deliver edicts and orders to any servants or settlements within the area.
  • Burning Rage: Wildlife and humanoids that find themselves within the region around the lair for extended periods find themselves overcome with a burning rage, lashing out at anything they can see, even if that is their own friends at times, this can cause entire settlements to rip eachother to shreds if left unchecked.

If the dragon dies, these effects fade over the course of 2d8 days.

Previous Versions

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10/13/2022 8:01:32 PM
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Habitat: Underdark

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