Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting (Psionics). The dragon’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:
At will: detect thoughts, sleep, Identify
1/day each: dominate monster, plane shift (self only), teleport (self only), feeblemind, Fire Storm
Spellcasting. The Dragon is a 16th-level spellcaster. Its spellcasting ability is Intelligence (save DC 20, +13 to hit with spell attacks). The dragon has the following spells prepared:
Cantrips (at will): mage hand (invisible), minor illusion, mending, shape water, [Tooltip Not Found]
1st level (4 slots): detect magic, detect evil and good, bane, protection from evil and good alarm, command, dissonant whispers [Tooltip Not Found]
2nd level (3 slots): hold person, [Tooltip Not Found], mind spike, [Tooltip Not Found]
3rd level (3 slots): counterspell, dispel magic, sending, clairvoyance, [Tooltip Not Found]
4th level (3 slots): confusion, wall of fire
5th level (2 slots): wall of force, dominate person, dream, modify memory, scrying, arcane hand (invisible)
6th level (2 Slots): Mental Prison, [Tooltip Not Found], Scatter
7th level (1 slot): Regenerate
8th level (1 slot): Maddening Darkness
Dual Focused. The dragon is capable of concentrating on two concentration spells at the same time. But it only uses one roll for both spells.
Steely Mind. The dragon is able to roll to maintain concentration with advantage on spell effects.
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: +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.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it 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 dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
- Counterspell
- Attack of Opportunity
- War Caster Reaction
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 16 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.
Cast a Spell (Costs 1-3 actions). The dragon uses a Legendary Action or series of Legendary Actions to cast a spell. Cantrip to 3rd level = 1 action, spell levels 4-5 = 2 actions, and spell levels 6 and above require all three actions.
Psionic Flare (Costs 2 Actions). Using pure psionic might, the dragon invokes its sheer force of will to create white psionic flames to erupt around up to 5 creatures of its choice that it can see within 120 feet of it. Every creature takes 1d8 fire and 2d4+2 psychic damage, and must roll a DC 16 Charisma saving throw. On a failure, the creature is also ignited and takes an additional 1d10 fire damage, and takes 1d10 additional fire damage at the start of its turn until it uses an action or bonus action to put itself out. On a success, the creature is not ignited.
Description
Intelligent, vindictive, cruel. The obsidian dragon is powerful, covets power and its goals, and knows it.... and is not afraid to let any lesser creature know its place with displays of its keen intellect or cruel intuition.The obsidian dragon will go out of its way to cultivate this image, tormenting the land and the creatures that live in it, or even simply forcing entire settlements onto their knees in agony as it threatens to rend their minds apart... or worse, an entire village begins suffering horrific, bloody, fiery nightmares. If an Obsidian gets a chance to lord over someone, they will never allow them to forget that fact.
Death on dark wings. The obsidian dragon's scales are glossy and smooth, looking like carved glass that becomes serrated spikes at each of the dragon's joints. A young obsidian dragon's scales are dull and smoke grey, with multiple scales speckled in black and white spots. As the dragon grows older, their scales become far more smooth and darken to a reflective pitch black much like the cooled volcanic from which its name is taken, with small veins and patches of dull, glowing color seen beneath their scales. Their blood begins to glow a fiery scarlet, or even violet or blue, and takes on extraordinarily potent properties that have use in arcane magic. Upon reaching an ancient age, however, the Obsidian Dragon's blood seems to glow like molten metal, and its primary horns take on an almost fiendish definition. Their eyes typically match the glow beneath their glossy black hides, and are known to flash white or red when they are angry or focusing their psionic wrath. An ancient Obsidian's very scales and teeth can be used to fashion mighty weapons and armor, and its blood can be used as a potent flux for the creation of powerful weapons. That is, of course, if one can get past their agonizing powers of mind bending psionics, let alone their fiery breath
A scoffer of the divine. Being the most fierce of their gem dragon kin and a danger to many true dragons in general has left Obsidian dragons very arrogant and proud of their identity and power. Many outright rebuke the authority of the divine and the existence of the devine, and some will even go out of their way to even proclaim themselves above the heavens or demand the formation of cults to worship them. Some obsidians have even attempted to seek a means of apotheosis. However, if they actually confronted by a deity, an obsidian dragon will quickly be cowed and quick to avoid angering them; in particular, among the deities their own kind, they fear the righteous judgement of Bahamut and chafe at the presumptuous arrogance of Tiamat.
They are not, however, above worshiping or obeying a divine power if given reason to. Due to their leanings, obsidian dragons that choose to bend a knee to a divine power tend to follow after evil deities much as their kinds tend to have evil intentions, such as Asmodeus, Bane, Baphomet, Beshaba, Cyric, Lolth, or Shar. Only VERY few obsidian dragons will ever bend a claw to Tiamat, and even then, fewer do so without occasionally chafing at her leash.
Lair and Lair Actions
An Obsidian Dragon’s Lair
An Obsidian dragon often will live in or around an active volcano, often preferring the ease it provides in creating just the perfect environment for their combustive tendencies. However, a low mountain, a dead volcano, a crag, a mine or even an abandoned castle will do for its purposes, turning it into a hellish landscape and torturing the earthand the creatures around it with their psionic and elemental abilities to make it more towards their liking.
Their attitudes make them natural enemies of many gem dragons who live in the same territory, as well as most chromatic and metallic dragons. They are willing to tolerate a black dragon's presence, however, if mainly to take advantage of the black's natural fear and loathing and to terrify and bully them into submission for its own amusement.
It is, ironically, the Copper dragons of the Metallics that Obsidians find most problematic and typically try to avoid, as the dragon's abilities to exhort amusement and laughter can play havoc on all by the most ancient Obsidian Dragon's abilities to focus on their psionics. It is difficult to properly mentally dominate your peers and subjects if one is both fighting a copper dragon and giggling like a school girl at the same time.
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:
- A large wave of white psionic flame rolls through the dragon's lair. The dragon creates a 100ft long, 20ft wide wave of flames within its sight, forcing all creatures within it to make a DC 16 dexterity saving throw. On a failed save, a creature is dealt 16 (3d10) fire damage and ignited. An ignited creature takes 1d10 fire damage at the beginning of their turn, and can end the ignition on themselves or another creature as an action, bonus action or by moving through water. On a successful save a creature takes half damage, and is not ignited.
- 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 16 Dexterity saving throw or be knocked prone.
- Three jets of toxic gas rip through the earth the earth. Each creature within 10 feet and/or up to 30 feet above the gas must make a DC 16 constitution saving throw. On a failed save a creature is poisoned for up to one minute. A poisoned creature may not take the dash action, but may attempt to repeat the saving throw at the end of their turn to attempt to ward off the toxin.
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:
- Within ten miles of the dragon's lair, there is a constant breeze of ash and the faint smell of metal flux in the air. Visibility is reduced by half, and all perception checks for sound and sight at a distance greater than 200 feet are at disadvantage. All plant life twists and takes an ashy pall to its leaves, and all wildlife is unnaturally aggressive.
- Within a mile of the dragon's lair, the land is ripped open and a hellish red glow comes from the rending wounds in the earth. Much of the land is seared by glossy rock, with lava flows and geysers and other signs of volcanic activity being made manifest along with the earth's constant unrest. Waterfalls of lava are not an uncommon sight. Only after the dragon has been dead for up to anywhere to 2d12 months to 1d4 years will it stop. A dormant volcano laired by an obsidian, however, will remain active for 1d20 years afterwards, even if it had been long dead before the obsidian dragon made it their lair.
- Within the lair itself, the dragon's more malevolent followers, such as cowed goblinoids, orcs or humanoids, act as its forces. The dragon will often use them as servants and bodyguards, though these servants will also flee if enough of a dangerous enough threat appears to them. Sometimes, the obsidian may even employ the services of fiends or even an indentured or enslaved Chromatic dragon. One particularly cruel practice even among evil dragons that Obsidians are known to perform is to kidnap a chromatic wyrmling and essentially either keep it as a slave or, to twist the knife even further in the parent's heart, raise the wyrmling as their own.
However, an obsidian dragon is not above dominating any creature of any persuasion and forcing it into service of its person against its will. The dragon will not hesitate to use its mental fortitude to strong-arm creatures such as devils and demons to work alongside one another if it feels it can get away with it. This can potentially be taken advantage of, but adventurers should be wary of making any dealing with any denizen of the lower planes.
If the dragon dies, most of these effects fade over the course of 1d10 days. Summoned fiends are sent back to their native planes, and a battle might potentially break out between any followers and any dragon that might have been a slave to the Obsidian.
Previous Versions
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