| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 20 | +5 | +10 |
| CON | 21 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 17 | +3 | +8 |
| CHA | 19 | +4 | +9 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Plasma Veil. A shifting aura of incandescent plasma surrounds Sparthun in a 10-foot radius. Any creature that starts its turn in the aura takes 10 (3d6) radiant damage and has disadvantage on saving throws against being blinded until the start of its next turn.
Magical Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Spellcasting. The Dragon's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks):. It can cast the following spells, requiring no material components:
• At will: Control Flames, Light
• 3/day each: Lightning Bolt (5th-level), Fireball (5th-level)
• 1/day each: Chain Lightning (6th-level)
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 8 (2d8) Radiant damage.
Plasma Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 59 (17d6) Radiant damage. Success: Half damage.
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 its turns.
Detect. The dragon makes a Wisdom (Perception) check.
Wing Buffet. The dragon beats its wings. Each creature within 15 ft. must succeed on a DC 18 Strength saving throw or be knocked prone and take 14 (2d6 + 7) bludgeoning damage.
Plasma Tendril (Costs 2 Actions). The dragon lashes out a jagged tendril of plasma in a 30-ft line, 5 ft. wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 27 (6d8) radiant and fire damage on a failed save, or half as much on a successful one.
Description
An adult plasma dragon is a breathtaking, terrifying spectacle — a living storm incarnate. Its massive body ripples with raw, barely contained energy. Its scales look like dark plates of alien metal, shot through with pulsing rivers of incandescent plasma that shift in color from blinding white to deep ultraviolet. Along its spine, arcs of coruscating electricity leap between jagged fins and crackling nodules, forming an ever-changing crown of light.
Its wings resemble vast sheets of shimmering auroras, casting ghostly, multicolored reflections on everything below. When it exhales, the very air hisses and warps, as if reality itself struggles to withstand the dragon’s presence. Even standing near an adult plasma dragon causes hair to lift, metal to vibrate, and lesser flames to gutter and die under its oppressive, magnetic aura.
Its eyes are deep wells of stellar light, burning with the cold brilliance of distant suns, and when it roars, the ground might fracture and faint thunder rolls across the horizon — even on a clear day.
Lore
By adulthood, plasma dragons have become deeply entwined with the cosmic forces that birthed them. They are often regarded as walking cataclysms, each tied to great cycles of astral or elemental energy. In remote regions, sages interpret their movements as omens of coming meteor showers, aurora storms, or planar tides.
Their lairs are vast caverns of vitrified stone and crystalline growths that hum with barely contained power. Rivers of molten glass may run through these lairs, and mysterious levitating stones orbit them, caught in strange electromagnetic dances. The air buzzes with static charge, and small arcs of plasma spontaneously leap between rocks, ceiling, and floor.
Adult plasma dragons have been known to slumber for decades at a time, awakening only when a surge of planar or solar energy floods the world. Some claim these dragons act as living regulators of cosmic power — absorbing excess energy that could tear the world apart, though always for their own inscrutable purposes.
Role in Campaigns
-
A world-shaking threat: An adult plasma dragon might awaken when a powerful magical experiment disrupts planar boundaries, or when a falling star imbeds itself in the earth. Its mere passage can incinerate forests or disrupt weather patterns for miles.
-
A reluctant cosmic steward: Some plasma dragons maintain the balance between worlds, destroying unstable rifts or consuming runaway elemental surges — even if it means laying waste to mortal settlements caught in their path.
-
A source of forbidden knowledge: Their minds resonate with memories of the cosmos. They might offer glimpses of distant worlds, ancient cataclysms, or how to harness star-born magic — for a steep price.
Personality
-
Otherworldly perspective: Adult plasma dragons think on a cosmic scale, viewing nations and cities as brief flashes in the dark, akin to how mortals might view campfires on a plain.
-
Volatile emotions: Their tempers can erupt with solar fury, or they may cool just as quickly into detached, glacial calm.
-
Drawn to energy: They remain endlessly fascinated by great workings of magic or technology, compelled to investigate — and often absorb or dismantle — powerful artifacts, ley lines, or planar forges.
Unique Hoard & Lair Traits
-
Charged relics: Their hoards are often comprised of star-metal fragments, unstable arcane cores, and crystal matrices humming with power.
-
Lair phenomena: Within their lairs, gravity might fluctuate, colors appear impossibly vivid or bleed into one another, and the very air hums with resonance. Time itself may briefly stutter or stretch under the influence of accumulated planar energy.
Lair and Lair Actions
When in its lair (such as a cavern fused into glass, or a magnetic storm nexus atop a mountain), the adult plasma dragon can harness ambient energy to shape the battlefield.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
📌 Lair Actions
-
Magnetic Pulse: The dragon manipulates electromagnetic fields. It forces up to three creatures it can see within 120 feet to make a Strength saving throw (DC = dragon’s breath save DC). On a failed save, a creature is either pulled up to 20 feet toward a metal object (or the dragon if the creature is wearing metal armor) or pushed 20 feet away, at the dragon’s choice. On a success, the creature resists the pull or push.
-
Plasma Flare: The dragon causes a volatile arc of plasma to lash out from the ground or wall within 60 feet. The dragon chooses a point it can see; each creature within 10 feet of that point must make a Dexterity saving throw, taking 4d6 lightning damage plus 4d6 fire damage on a failed save, or half as much on a success.
-
Ionized Field: The dragon supercharges the area, causing the air to become dense with charged particles. Until initiative count 20 on the next round, the area within 60 feet of the dragon is lightly obscured, and any creature that starts its turn there or enters it for the first time takes 5 (1d10) lightning damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/3/2025 11:25:58 PM
|
6
|
0
|
WJT3
|
Coming Soon
|
Comments