Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail: Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the dragon's Frightful Presence for the next 24 hours.
Plasma Breath (Recharge 5-6): The dragon exhales a blast of plasma in a 40-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Plasma Blast (Recharge 5-6): The dragon can focus its plasma breath into a concentrated blast. Each creature in a 15-foot radius sphere centered on a point the dragon can see within 60 feet of it must make a DC 17 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Flyby (Recharge 2-3): The dragon makes a high-speed pass over its enemies, delivering four quick blasts of Plasma.The dragon can target up to four different creatures it can see within 60ft with this attack. Each creature must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The Plasma Dragon, known as the epitome of draconic power, is a magnificent creature to behold. Its scales shimmer with a mesmerizing luster, ranging from a soft, purplish hue to a deep, dark purple, resembling the color of amethysts. This majestic beast exudes an aura of ancient wisdom and unparalleled strength, making it a formidable sight on the battlefield and a symbol of awe-inspiring power.
From the moment it hatches, the Plasma Dragon displays its extraordinary abilities. Initially, it breathes out plasma akin to fire, scorching its enemies with intense heat. As it grows older and more experienced, its control over its fiery breath becomes more refined. It can concentrate this power into explosive blasts, devastating anything in its path with pinpoint accuracy.
However, the true mastery of the Plasma Dragon's abilities is seen in its later years. Ancient Plasma Dragons possess the remarkable skill to focus their plasma breath into an ultra-concentrated beam, similar in appearance and effect to lightning. This beam is capable of piercing through even the most resilient defenses, leaving destruction in its wake.
Despite its fearsome appearance and abilities, the Plasma Dragon is not inherently malevolent. It is a creature of immense intelligence and complexity, capable of forming deep bonds with those it deems worthy. Those fortunate enough to earn the trust of a Plasma Dragon find themselves with a powerful ally, fiercely loyal and dedicated to their cause.
Lair and Lair Actions
The lair of the Plasma Dragon is situated high within a mountain, nestled in a cavern of jagged rock formations and shimmering crystals. The walls of the cavern are lined with veins of glowing purple minerals, pulsing with residual plasma energy. The air is thick with static electricity, causing sparks to dance across the surfaces of the rock.
A large central chamber serves as the dragon's primary resting place, its floor covered in a mixture of smooth stone and metallic shards. Smaller tunnels and alcoves branch off from the main chamber, some leading to hidden treasure hoards, others to natural vents where bursts of purple lightning occasionally illuminate the darkness.
Pools of liquid plasma occasionally bubble up from the ground, casting an eerie glow and providing a source of energy for the dragon. The lair is both a sanctuary and a fortress, its natural defenses augmented by the dragon's own powerful magic.
**Plasma Dragon Lair Actions**
When fighting inside its lair, a Plasma Dragon can invoke the ambient energy of its mountain home to create powerful effects. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
1. **Electrified Ground:** The dragon causes the ground in a 20-foot radius centered on a point within 120 feet of it to become electrified. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage and be stunned until the end of its next turn.
2. **Static Discharge:** The air crackles with static electricity, forming a 60-foot line that is 5 feet wide emanating from a point the dragon can see within 120 feet of it. Each creature in the line must make a DC 15 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
3. **Rockfall:** The dragon causes a tremor in the mountain, dislodging boulders and rocks. Each creature within a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.
4. **Blinding Flare:** A burst of plasma erupts from a point on the ground the dragon can see within 60 feet of it, creating a blinding flare. Each creature within 10 feet of that point must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.
5. **Magnetic Pulse:** The dragon generates a magnetic pulse, pulling metallic objects and creatures wearing metal armor toward a point within 60 feet of it. Each creature wearing metal armor or carrying a significant amount of metal must succeed on a DC 15 Strength saving throw or be pulled 15 feet toward that point and take 7 (2d6) lightning damage.
**Plasma Dragon Regional Effects**
The region containing a Plasma Dragon’s lair is warped by the dragon’s magic, creating the following effects:
1. **Electrified Air:** The air within 6 miles of the dragon’s lair crackles with static electricity. Small metal objects such as coins and keys frequently spark when touched, and storms in the area are more frequent and violent, often accompanied by unusual purple lightning.
2. **Magnetic Fields:** Magnetic disturbances occur within 6 miles of the lair. Compasses malfunction, and creatures wearing metal armor or carrying large amounts of metal may occasionally feel a subtle tug in a random direction, as if an invisible force is gently pulling on them.
3. **Charged Terrain:** Within 3 miles of the dragon’s lair, the ground is often charged with residual plasma energy. Plants grow in unusual patterns, forming intricate spirals and fractal shapes, and small creatures occasionally suffer minor shocks when moving through the area.
4. **Enhanced Plasma Activity:** Natural sources of plasma energy, such as certain types of crystals and rock formations, are more active within 1 mile of the lair. These sources glow with a faint purple light, and they can be used to recharge magical items that rely on plasma or electricity.
5. **Warded Passage:** The dragon has infused the very earth with its magic, creating invisible wards that protect its lair. Creatures with a Challenge Rating of 2 or lower that approach within 1 mile of the lair are turned away by an invisible force. Larger creatures feel a growing sense of dread as they approach the lair, and must succeed on a DC 15 Wisdom saving throw or be compelled to leave the area.
If the dragon dies, the effects fade over the course of 1d10 days. The region gradually returns to normal, losing the charged and electrified properties that made it unique.
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