Huge Dragon, Neutral Good
Armor Class 21 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
25 (+7)
DEX
12 (+1)
CON
25 (+7)
INT
18 (+4)
WIS
22 (+6)
CHA
19 (+4)
Saving Throws CON +13, WIS +12, CHA +10
Skills Perception +11, Stealth +7
Damage Vulnerabilities Cold
Damage Resistances Necrotic, Poison
Damage Immunities Fire
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Celestial, Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Blazing Ignition. Creatures the Obsidian dragon deals fire damage to are ignited, and are dealt 1d10 fire damage at the start of their turn. A creature may remove this ignition as an action, or by moving through water.

Volcano-Dweller. The dragon can swim in lava, taking no damage.

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

Actions

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 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) fire 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.

Molten Presence. Each creature of the dragon's choice within 120 feet that is 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 a success. Once a creature succeeds on its saving throw or the effect ends for it, the creature is immune to the dragon's Molten Presence for the next 24 hours.

Molten Breath (Recharge 5–6). The dragon exhales molten rock in a 60-­foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 32 (8d8) fire damage and 32 (8d8); on a failed save, or half as much damage on a successful one.

Legendary Actions

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.

Flaming Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) fire damage and be knocked prone. The dragon can then fly up to half its flying speed

Lair and Lair Actions

Obsidian dragons are known not only for their fierce presence but for their intelligence, grace, and compassion. Their scales gleam like polished glass, dark and smooth, forming jagged ridges and serrated points around their joints. As wyrmlings, their hides are a smoky gray speckled with black and white, resembling soot clinging to stone. Over time, the scales deepen to a lustrous, reflective black, hard as volcanic glass.

These dragons tend to make their homes near volcanic regions or geothermally active caves, often close to settlements where they can lend their strength and wisdom. They choose such locations not for isolation, but for connection — drawn to places where they can protect and guide. Their lairs are heated by magma flows or natural hot springs, rich with mineral deposits and fertile soil. Many local communities thrive under their quiet watch, benefiting from both the land’s abundance and the dragon’s subtle stewardship.

Lair Actions

On initiative count 20 (losing initiative ties), the obsidian dragon can invoke one of the following magical effects. The dragon cannot use the same effect two rounds in a row:

  • Vision of Flame and Shadow. The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • Eruption Wall. Magma bursts from the ground, forming five 10-foot-long, 30-foot-tall, 2-foot-thick walls of molten rock. These walls can pass through creatures’ spaces. Each creature in a wall’s space must succeed on a DC 15 Strength saving throw or be shoved to a side of the dragon’s choice. On a success, the creature chooses which side to stand on. Any creature that starts its turn within 10 feet of a magma wall takes 11 (2d10) fire damage. Passing through the wall requires an action and deals 33 (6d10) fire damage.
  • Smothering Darkness. Magical darkness radiates from a point the dragon chooses within 60 feet, filling a 15-foot-radius sphere. The darkness spreads around corners and lasts until the dragon dismisses it, uses this lair action again, or dies. Darkvision cannot see through this darkness, and nonmagical light fails to illuminate it. If the area of effect overlaps with light created by a 2nd-level or lower spell, that light is dispelled.
  • Toxic Vents. Cracks split the earth as noxious gases vent upward. The dragon targets three 10-foot-radius spheres within the lair. Each creature in a sphere must make a DC 15 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. While poisoned this way, the creature cannot take the Dash action and may attempt the save again at the start of each of its turns, ending the effect on a success.

Regional Effects

The landscape within 6 miles of an obsidian dragon’s lair is shaped by the creature’s presence, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Fog manifests. The fog doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of danger.
  • Obsidian dragons calm the volcanic activity of the region. Once peryear, the dragon cannot calm the volcanic activity, and a volcanic eruption can occur. If the dragon is not incapacitated, its calming nature will ensure the eruption will be minor; if the dragon is incapacitated, the eruption may be more severe.
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects fade over 1d20 days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2025 8:04:22 PM
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Habitat: Mountain

WesleyCBolton

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