Large Dragon, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
20 (+5)
DEX
12 (+1)
CON
21 (+5)
INT
13 (+1)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws DEX +5, CON +9, WIS +4, CHA +8
Skills Perception +8, Stealth +4
Damage Resistances Fire
Condition Immunities Charmed, Frightened, Petrified
Senses Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Refractive Scales. Whenever an Obsidian Dragon takes radiant damage, the amount received is halved. Then all creatures within 20 ft. must make a DEX 16 saving throw, taking the same amount of radiant damage on a failure, half as much on a success.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 15d6 fire damage on a failed save, or half as much damage on a successful one.

Description

The odor of sulfur and pumice surrounds an obsidian dragon, whose serrated horns and crystal-bladed joints define its silhouette. Its snout appears somewhat wolfish, and its eyes glow like angry coals.

Lair and Lair Actions

 

 

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:

  • A large shard of obsidian glass erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius pillar which then shatters. Each creature in the pillar’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. 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.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

 

 

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:

  • Small earthquakes are common within 3 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.

If the dragon dies, these effects fade over the course of 1d6 days.

Habitat: HillMountainUnderdark

rp_erratic

Comments

Posts Quoted:
Reply
Clear All Quotes