Aura of Incineration. Ziatora has an aura that extends 30 feet away from her. When a creature enters the aura for the first time on a turn or starts its turn there, it must make a DC 20 Constitution saving throw. On a failed save, the creature takes 3 fire damage and becomes vulnerable to fire damage until the start of its next turn. Creatures that are resistant to fire damage have advantage on the saving throw and creatures that are immune to fire damage are unaffected.
Demon's Sight. Magical darkness doesn't impede Ziatora's darkvision.
Innate Spellcasting. Ziatora's spellcasting ability is Charisma (spell save DC 24). She can innately cast the following spells, requiring only verbal components:
At will: darkness, eldritch blast, fire bolt, hellish rebuke, hold person
3/day each: arcane eye, hold monster, shadow of moil, synaptic static, wall of fire
1/day each: dominate person, feeblemind, power word stun
Legendary Resistance (3/Day). If Ziatora fails a saving throw, she can choose to succeed instead.
Spear of Caldaia. When Ziatora casts eldritch blast, its range is 300 feet. It deals an additional (2d8 + 10) fire damage. Additionally, once on each of her turns when she hits a creature with her eldritch blast, she can reduce that creature's speed by 10 feet until the end of her next turn.
Hurl Through Hell (3/Day). When Ziatora hits a creature with an attack, she can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of her next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Regeneration. Ziatora regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Ziatora dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Multiattack. Ziatora can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Pyrohemia. Each creature of Ziatora's choice that is within 120 feet of her must succeed a DC 22 Constitution saving throw or have its blood catch fire in its veins, instantly causing the creature to burst into flames. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 6d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
Frightful Presence. Each creature of Ziatora’s choice that is within 120 feet of the dragon and aware of her must succeed on a DC 21 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 Ziatora’s Frightful Presence for the next 24 hours.
Auric Breath (Recharge 5–6). Ziatora exhales demonic energy in a 100-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, or begin turning into gold. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to gold and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. Ziatora keeps only the most dramatic gold statues of those who displease her in her lair as a warning, sending all others to the foundries to be minted as bloodmoney.
Fire Breath (Recharge 5–6). Ziatora exhales fire in a 100-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). Ziatora creates ten spears of magical force. Each spear hits a creature of her choice she can see within 120 feet of her, dealing 12 (1d8 + 8) force damage to its target.
Description
Ziatora is a mighty dragon and a skilled orator. Ziatora has her headquarters in utilitarian Caldaia and has reimagined it in her own ghastly fashion.
Lair and Lair Actions
A Red Dragon’s Lair
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
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, 5-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 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 red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- 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.







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