Fire Aura. At the start of each of the Cinder Spawn's turns, each creature within 10 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the Cinder Spawn or hits it with a melee attack while within 10 feet of it takes 10 (3d6) fire damage.
Rapid Maturation. The Cinder Spawn ages to full maturity within one year of hatching. Despite their rapid aging, they are fully developed and dangerous as a mature dragon.
Legendary Resistance (3/Day). If the Cinder Spawn fails a saving throw, it can choose to succeed instead.
Regeneration. The Cinder Spawn regains 20 hit points at the start of its turn if it has at least 1 hit point remaining. If the Cinder Spawn takes cold damage, this trait doesn’t function at the start of the Cinder Spawn's next turn.
Multi-attack. The Cinder Spawn can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 7) piercing damage plus 10 (3d6) fire damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the Cinder Spawn's choice that is within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Cinder Spawn is within line of sight, 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 Cinder Spawn's Frightful Presence for the next 24 hours.
Inferno Breath (Recharge 5–6). The Cinder Spawn exhales a torrent of fire and molten rock in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage plus 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The area affected by the breath weapon is filled with molten rock and becomes difficult terrain until the start of the Cinder Spawn's next turn. Any creature that starts its turn in the area or enters it for the first time on a turn takes 14 (4d6) fire damage.
Fiery Dash. The Cinder Spawn can use a bonus action to move up to its speed. During this movement, it can pass through the space of other creatures, causing them to take 10 (3d6) fire damage. A creature can only take this damage once per turn.
Molten Hide. The Cinder Spawn's scales glow with intense heat until the start of its next turn. Any creature that hits it with a melee attack during this time takes 10 (3d6) fire damage.
Tail Sweep. The Cinder Spawn can use a bonus action to make a tail attack against any number of creatures within 10 feet of it. Each creature must make a DC 18 Dexterity saving throw or take 17 (2d8 + 7) bludgeoning damage and be knocked prone.
Fiery Reprisal. When the Cinder Spawn is hit by a melee attack, it can use its reaction to cause a burst of flames to erupt from its body. The attacker must make a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Wing Buffet. When a creature moves into the Cinder Spawn's reach, the Cinder Spawn can use its reaction to beat its wings, creating a strong gust of wind. The creature must succeed on a DC 18 Strength saving throw or be pushed back 10 feet and knocked prone.
The Cinder Spawn 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 Cinder Spawn regains spent legendary actions at the start of its turn.
- Detect. The Cinder Spawn makes a Wisdom (Perception) check.
- Tail Attack. The Cinder Spawn makes a tail attack.
- Wing Attack (Costs 2 Actions). The Cinder Spawn beats its wings. Each creature within 10 feet of the Cinder Spawn must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 7) bludgeoning damage and be knocked prone. The Cinder Spawn can then fly up to half its flying speed.
Description
- Size and Build: The Cinder Spawn is a Huge dragon, towering over most other creatures. It has a muscular and robust build, with a body covered in thick, armored scales that shimmer with an inner fiery glow.
- Coloration: Its scales are predominantly a deep, molten red, interspersed with veins of orange and yellow, giving the appearance of flowing magma beneath its skin. The scales are rough and jagged, resembling cooled volcanic rock.
- Eyes: The Cinder Spawn's eyes burn with an intense, fiery light, resembling molten lava. They are slit-pupiled, exuding an eerie, almost hypnotic glow that reflects its chaotic and malevolent nature.
- Crystal Gem: Embedded in the center of the Cinder Spawn's forehead is a large, multifaceted crystal gem. This gem pulses with an inner fire, glowing brightly when the dragon is enraged or using its fiery abilities. The gem is a deep crimson color, with occasional flashes of yellow and orange.
- Crystal Spikes: Protruding from its back and running along its spine are sharp, crystalline spikes. These spikes are translucent and refract light in a dazzling display of fiery colors, adding to the creature's intimidating presence. The spikes glow with an inner heat, becoming more luminous when the dragon is angered or during combat.
Lair and Lair Actions
The Cinder Spawn's Lair:
Located below the scar of the Cinder King; the Cinder Spawn's lair is a massive, sprawling network of volcanic caverns beneath the city of Emon. This underground lair is characterized by its oppressive heat, fiery hazards, and the constant threat of volcanic activity. The environment is both awe-inspiring and terrifying, reflecting the raw elemental power of its draconic inhabitant.
On initiative count 20 (losing initiative ties), the Cinder Spawn takes a lair action to cause one of the following effects; the Cinder Spawn can’t use the same effect two rounds in a row:
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Erupting Flames. Magma bursts from cracks in the floor at up to three points the Cinder Spawn can see within 120 feet of it. Each creature in a 10-foot radius, 30-foot-high cylinder centered on each point must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
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Molten Quagmire. The ground in a 20-foot radius centered on a point the Cinder Spawn can see within 120 feet of it turns into molten rock until initiative count 20 on the next round. This area becomes difficult terrain, and any creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be restrained by the cooling rock. A restrained creature can use an action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success.
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Lava Flow. A stream of lava flows through a 30-foot-long, 5-foot-wide line originating from a point the Cinder Spawn can see within 120 feet of it. Each creature in the line 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. The lava hardens and cools, creating a solid rock barrier 5 feet high in the area it flowed through.
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Choking Smoke. Thick, choking smoke fills a 40-foot radius sphere centered on a point the Cinder Spawn can see within 120 feet of it. The area is heavily obscured until initiative count 20 on the next round. Any creature in the area when the smoke appears or that ends its turn there must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.
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Magma Geysers. The ground trembles and several geysers of magma erupt from the floor. The Cinder Spawn can choose up to three points it can see within 120 feet. Each creature within 10 feet of each point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. The geysers continue to spew magma until initiative count 20 on the next round, causing the area within 10 feet of each point to be difficult terrain and deal 10 (3d6) fire damage to any creature that enters the area for the first time or ends its turn there.
Regional Effects
The region containing a legendary Cinder Spawn's lair is volcanized, which creates one or more of the following effects:
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Superheated Air. The temperature within 6 miles of the lair is significantly higher than the surrounding area. Creatures that travel within this region without proper protection suffer from the effects of extreme heat. Each hour spent traveling in this heat requires a DC 15 Constitution saving throw. On a failure, the creature suffers one level of exhaustion.
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Volcanic Activity. Minor tremors are common within 6 miles of the lair. These tremors cause small fissures to open and release bursts of steam and sulfuric gases. The air is often filled with the acrid smell of sulfur, and small eruptions of lava occasionally burst from the ground. The tremors can cause unstable structures to collapse, and fissures pose a hazard to travelers.
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Magma Pools. Pools of molten magma appear within 1 mile of the lair. These pools are typically 10 to 30 feet in diameter and can be up to 10 feet deep. They radiate intense heat, causing fire damage (1d6 per round) to creatures that come within 10 feet of them. The ground around these pools is often cracked and unstable.
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Fiery Wildlife. Beasts and other creatures native to volcanic regions become unnaturally aggressive within 6 miles of the lair. These creatures, such as fire snakes, magma mephits, and fire elementals, are drawn to the Cinder Spawn's presence and frequently attack travelers. Plants in the area are scorched and blackened, struggling to survive in the oppressive heat.
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Ashfall. Periodic ashfall occurs within 6 miles of the lair, blanketing the region in a fine layer of volcanic ash. This ash reduces visibility and makes the terrain difficult to navigate. Creatures that spend more than an hour in the ashfall must succeed on a DC 15 Constitution saving throw or suffer from the poisoned condition for 1d4 hours due to the inhalation of ash.
If the Cinder Spawn dies, these effects fade over the course of 1d10 days.