Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 205 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
16 (+3)
CON
25 (+7)
INT
9 (-1)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +9, CON +13
Skills Perception +13, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the drake fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. It makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

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

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage as well as 2d6 fire damage 

Fire Breath (Recharge 5–6). The drake exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one

Fire Ball (Recharge 3-6). The Drake builds up an immense ball of fire in its mouth, releasing the ball of scorching red flames in a 20ft line and finally at a 10ft radius. Each creature must make a DC 19 Dexterity Saving Throw, taking 8d6 on a failed save and half that on a successful one

Reactions

Option Only Available with a Scorching Moon Drake. Blazing Sun Drake may take a hit for his mate, using its reaction. 

Ultra Nova: If Blazing Sun and Scorching Moon drake have taken more than 2 hits for each other they can now supernova together, dealing damage equal to both their novas combined. 

Legendary Actions

The drake 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 drake 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 drake beats its wings. Each creature within 10 feet of the drake must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The drake can then fly up to half its flying speed.

Super Nova (Costs 2 Actions). The drake jumps up 10ft in the air, snarling as it hovers and charges it's most harmful ability. The drake unleashes flames from it's body in a 15ft radius, any creatures in this space must make a DC 19 Dexterity saving throw or take 8d12 fire damage on a failed save and half that on a successful one 

Description

The odor of sulfur and pumice surrounds a Blazing Sun Drake, whose swept-back horns and lion-like mane define its silhouette. Its feline snout vents smoke at all times, and its eyes dance with flame when it is angry.

 

Lair and Lair Actions

A Blazing Drake's Lair

Blazing Drake's lair resides in high volcanic mountains, dwelling in abandoned dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over the drake as it sleeps.

Throughout the lair complex, servants erect monuments to the drake'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 drake 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 drake 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 drake on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
 

Regional Effects

The region containing a Blazing Sun Drake's lair is warped by the innate magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the lair.
  • Water sources within 1 mile of the lair are supernaturally warm, nearly undrinkable and tainted by sulfur.
  • Magma erupts from the ground in pillars every 1d4 hours.

Even if the drake dies, these effects stay present. The mate is never far. 

Habitat: Mountain

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