Gargantuan Dragon, Lawful Neutral
Armor Class 21 Natural Armor
Hit Points 500 (25d20 + 150)
Speed 80 ft., Walk 40 ft., Climb 30 ft.
STR
28 (+9)
DEX
10 (+0)
CON
30 (+10)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +8, CON +18, WIS +10, CHA +13
Skills Perception +12, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Elvish, Ignan
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Ignition Transformation: Benif Frolk can choose to become ignited for up to a minute when hit with fire damage or, once per long rest, through a self-ignition. While ignited, he is covered in fire, dealing 10 (3d6) fire damage to any creature that starts its turn within 10 feet of him. Additionally, Benif Frolk regains 20 hit points at the start of each of his turns while ignited. Benif Frolk can not activate Ignition if he has take more that 20 cold damage in the last turn. During Ignition Benif Frolk becomes resistant to cold damage. Taking More than 20 cold damage in one turn will end the Ignition.

Self-Ignition (Recharge 1/Long Rest): Benif Frolk can self-ignite, covering himself in flames without requiring external fire sources. While self-ignited, he gains the benefits of the "Ignition Transformation" trait without the need for fire damage.

Flame Absorption: Benif Frolk regains hit points equal to half the fire damage dealt to him (rounded down).

Legendary Resistance (3/Day): If Benif Frolk fails a saving throw, he can choose to succeed instead.

Actions

Multiattack: Benif Frolk can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.

Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 9) piercing damage plus 7 (2d6) fire damage.

Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 9) slashing damage.

Fire Breath (Recharge 5-6): Benif Frolk exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 83(15d10) fire damage on a failed save, or half as much on a successful one.

Soot Breath (Recharge 4-6): Benif Frolk exhales a thick cloud of soot in a 60-foot cone. The area is heavily obscured, and creatures within the cloud must make a DC 21 Constitution saving throw or be blinded until they use an action to clear their eyes.

Frightful Presence: Each creature of Benif Frolk's choice that is within 120 feet of him and aware of him 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.

Legendary Actions

Benif Frolk has 3 legendary actions

Claw Attack: Benif Frolk makes a claw attack. Cost: 2 legendary actions.Attack: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 9) slashing damage.

 

Fire Breath (Costs 3 Actions): Benif Frolk uses his Fire Breath ability. Cost: 3 legendary actions. Effect: Benif Frolk exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 83(15d10) fire damage on a failed save, or half as much on a successful one.

Move: Benif Frolk moves up to half his flying speed. Cost: 1 legendary action

Description

Benif Frolk which comes from an old Elvish word mean burning coal. Benif Frolk is the Last Charcoal Dragon. When not ignited he has dull dusty black scales with the appearance of cold charcoal. But if hit with fire damage he can ignite. While Ignited he becomes covered in fire, burning anything near him.

Lair and Lair Actions

Scorched Ground: The ground within 1 mile of the lair is scorched and cracked from the constant heat. Movement is difficult in this terrain, and creatures moving on foot must spend an extra foot of movement for every foot they move.

Fiery Winds: Gusts of hot, fiery wind blow erratically within 1 mile of the lair. Ranged attacks are made with disadvantage and have their range reduced by half in this area.

 Drying Atmosphere: The air in a 1-mile radius around the lair becomes dry and parched. All open flames within this area burn 20% brighter and hotter, and fires spread at an accelerated rate. Fire-based spells and effects deal an additional 1d6 fire damage.

Some_idiot_DM

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