Earth Glide. The dragon can move through the ground without disturbing the soil or rocks
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +11 to hit. Reach 5 feet., one target. Hit: 24 (6d6 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit. reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.
Smoke Breath (recharge 5 or 6):50 foot cone: all squares within the attack area become filled with smoke. All creatures must make a DC 15 constitution save or have disadvantage on all constitution and dexterity checks for 2 rounds. Any ranged attacks within this range have disadvantage. The smoke dissipates in 4 rounds. Any fire within the smoke ignites the smoke anything within a 15 foot radius takes 30 (10d6) fire damage. Creatures outside the smoke but inside the blast can make a DC 15 dexterity check. On a success, the creature takes half damage.any area that is covered in smoke is heavily obscured. Any clothing that spends more than 4 turns explodes the next time it touches any flame, causing 6 (2d6) fire damage.
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.
Ignite Smoke. The dragon makes a spark, igniting the nearest smoke.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Draconic Families: Obsidian dragons, unlike their other draconic relatives, live together with their families in tight units, until their young grow up into adult dragons. Obsidian dragons are likely to have one mate and one to five young. The young are fiercely protected by the parents from creatures and people who may try to harm them.
While most of the time obsidian dragons will mate with other obsidian dragons, it is not uncommon to see an obsidian dragon mate with any other kind of dragon.
offensive strategy: Obsidian dragons hunt in a pack like behavior. While the two parent dragons make a ring of smoke around their prey, the young dragons attack.
Defensive strategy: When Obsidian dragons are threatened, they will usually have their young ones go deep underground unless they are old enough to fight with the parents.
the obsidian dragons fill the area around the attackers with smoke, then they attack.
The Horde: An Obsidian dragons horde reflects their sentimental family culture. It will largely consist of prizes from their children’s achievements and hunts.
Lair and Lair Actions
Obsidian Dragons live in extinct and dormant volcanoes. Where warm rock by some magical means, flows like liquid. Creatures can walk on it, however with difficulty.
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:
- Any ground that the dragon can see within 120 feet of it moves out in waves. Any creature on the ground must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet and be knocked prone.
- The smoke spews out of any smoke geyser, filling a 20 foot radius.
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:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the stone moves like water.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 turns.
Previous Versions
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3/23/2024 8:53:17 PM
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3/27/2024 7:10:47 AM
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3/31/2024 2:56:48 AM
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