Gargantuan Dragon (Elemental), Typically Chaotic Evil
Armor Class 24 (natural armor)
Hit Points 850 (100d10 + 300)
Speed 40 ft., burrow 40 ft., fly 50 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
12 (+1)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +9, CON +16, WIS +10, CHA +14
Skills Perception +13
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Volcanic Aura. A cloud heat, fire, ash and flame surround the volcano dragon within 40 feet. A creature must make a DC 23 Dexterity saving throw saving throw when it enters the aura or ends its turn there. A creature takes 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, a creature must make a DC 23 Constitution save or be poisoned whilst in the aura. 

Illumination. The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 10 feet the dragon moves in water, or for every 5 gallons of water splashed on it, it takes 1 cold damage.

Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells:

3/day: ashardalon's stride, hellish rebuke, incendiary cloud

Actions

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 20 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 15 (3d10) fire damage at the start of each of its turns.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 7 (2d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 11) slashing damage plus 7 (2d6) fire damage.

Mass Heat Metal (1/day). The dragon applies the effects of the heat metal spell to up to 10 targets it can see within 40 feet of it for up to 1 minute. The dragon must maintain concentration on this effect, as though it were concentrating on a spell. 

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 23 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.

Magma Breath (Recharge 6). The dragon exhales magma in a 30-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one, as they are spattered in lava. A creature or object below the cone must also make a DC 23 Dexterity saving throw or take an extra 3 (1d6) bludgeoning damage for every 10 feet the lava fell, counting as having fallen from the cones highest point, to a maximum of 60 (20d6), as the lava falls on them. Surfaces in the area of the cone or surfaces the lava falls onto, are covered in lava. Creatures that start their turn in or move through the lava take 50 (10d10) fire damage as they wade through the lava.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 15 (3d10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Extend Aura. The dragon extends its Volcanic Aura's range from 40 feet to 80 feet until the end of its next turn. 

Description

The odour of sulphur and pumice surrounds a volcano dragon, more a nexus of elemental energy than a flesh and blood creature. Its snout vents smoke at all times, and its eyes dance with flame when it is angry.

Volcano dragons revel with an endless lust for destruction, death and wealth. Though they can be bribed with gold, they are highly distrustful, betraying those who payed them with near any excuse.

Volcano dragons spend most of their time sleeping, rousing only when a nearby volcano erupts, where they then rain destruction on the local area, before tiring and falling to rest once again. Volcano dragons that lair near more constantly active volcanoes may maintain a constant amount of low level activity. In some places, where dragons are worshipped as gods, and if a significant gold tithe is given, the volcano dragon may spare its worshippers in favour of other targets. 

Lair and Lair Actions

A Volcano Dragon’s Lair

Volcano dragons lair exclusively in volcanic terrain. Younger dragons may settle for dormant volcanos or for geothermically active areas, but older dragons will settle for no less than powerful active volcanoes, that are capable of sending nations into chaos. 

With its hoard well protected deep within the lair, a volcano dragon sleeps whilst its volcano is not erupting, awakening to enact terrible destruction on moral creatures around it.

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 15-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.
  • 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 15 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 volcano dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Volcanoes grow quicker and larger, and erupt more violently within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulphur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Previous Versions

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Monster Tags: Elemental

Habitat: Mountain

bleddyn05

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