Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Storm aura. The dragon emits an aura of super-heated air within 10 feet of them. Exposed water in the aura is evaporated after a turn, creatures that end their turns in the aura must make a DC 18 Constitution saving throw or suffer a negative 1d4 to their attack rolls and saving throws till the end of their next turn.
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., 1 target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 17 (2d8 + 8) 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 19 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.
Heat burst (Recharge 5-6). The dragon exhales a super-heated burst of air in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 47 (14d6) fire damage on a failed save and suffering a level of exhaustion, or half as much damage and no exhaustion on a successful one. Creatures' resistance to extreme heat applies to their rolls against this attack.
Storm aura surge (Recharge 5-6). The dragon causes the heat wave around it to surge in intensity till the end of its next turn causing all water sources to instantly vaporise. Each creature that starts its turn in the aura takes 7 (2d6) fire damage. If a creature is standing within 5ft of a water source the fire damage dealt by the surge ignores resistance.
Enter the description for how legendary actions work for your monster here.
Detect (Costs 1 Action). The dragon makes a Wisdom perception check.
Tail attack (Costs 1 Action). The dragon makes a tail attack.
Heat shimmer (Costs 2 Actions). The dragon causes the air around it to heat rapidly creating a heat shimmer. Each creature within a 20-foot radius of the dragon must make a DC 19 Wisdom save or take 7 (2d6) fire damage and have disadvantage on attack rolls until it hits a hostile creature.
Description
Heat-burst dragons come into being when the eggs of red dragons are touched by primordial storm energies. They look similar to red dragons however there is a constant heat mirage rising from its back and wings constantly.
Lair and Lair Actions
Heat burst dragons are outcasts due to their duel parentage and so tend to not build lairs, they prefer to travel living a nomadic lifestyle, and they utilize interdimensional items such as a bag of holding to bring their hoards with them. As such the Heat burst dragon is followed by extreme weather patterns and calls these storms its lair.
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:
- Implosion of air. Each creature within 120 feet of the dragon must make a DC 13 Strength save or be pulled toward the dragon by 20 feet.
- Dry out. The dragon chooses a location within 60ft each creature within 10ft of the target location takes 1d6 fire damage.
- Strong winds. All creatures within 60 feet of the dragon ush make a DC 13 Strenght save or be knocked prone.
Previous Versions
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11/21/2023 1:09:58 PM
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Coming Soon
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