| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 10 | +0 | +7 |
| CON | 29 | +9 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 15 | +2 | +9 |
| CHA | 27 | +8 | +8 |
Legendary Actions
Voramyr can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn.
Lava Geyser. A jet of lava erupts from a point Voramyr can see within 60 ft. Each creature in a 10-ft. radius must make a DC 15 Dexterity saving throw, taking rollable;{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Lava Geyser", "rollDamageType":"Fire"}[/rollable] fire damage or half on a success.
Cracking Floor. A section of the floor collapses, forcing a creature within 30 ft. to make a **DC 13 Dexterity saving throw or fall prone.
Suffocating Heat.* Each creature of Voramyr's choice within 30 ft. must succeed on a DC 12 Constitution saving throw or gain 1 level of exhaustion.*
Multiattack. Voramyr makes three attacks: one with his bite and two with his claws.
Firelash Bite. Melee Weapon Attack: +11, reach 10 ft.
Hit: (2d10 + 6) piercing damage plus rollable;{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Firelash Bite", "rollDamageType":"Fire"}[/rollable] fire damage.
Molten Claw. Melee Weapon Attack: +11, reach 5 ft.
Hit: (2d6 + 6) slashing damage plus rollable;{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Molten Claw", "rollDamageType":"Fire"}[/rollable] fire damage.
Ash Breath (Recharge 5–6). Voramyr exhales a cone of choking cinders and necrotic fire.
Each creature in a 60-ft. cone must make a DC 17 Constitution saving throw, taking:
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rollable;{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Ash Breath", "rollDamageType":"Fire"}[/rollable] fire damage
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rollable;{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Ash Breath", "rollDamageType":"Necrotic"}[/rollable] necrotic damage
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On a failed save, the creature is also blinded until the end of its next turn.
Half damage and no blindness on a success.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Description
Abilities
Legendary Resistance (2/Day). If Voramyr fails a saving throw, he can choose to succeed instead.
Molten Core. At the start of each of Voramyr's turns, all creatures within 10 ft. take 5 fire damage (no save).
Lava-Touched Form. When Voramyr is hit with a melee weapon attack, the attacker takes 1d6 fire damage unless they have resistance or immunity to fire.
Dream-Bound Flame. Voramyr is partially manifested and gains advantage on all saving throws against effects that would charm, frighten, or banish him.
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