| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +14 |
| DEX | 22 | +6 | +13 |
| CON | 24 | +7 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 18 | +4 | +11 |
| CHA | 20 | +5 | +5 |
Metabolic Frenzy: The dragon deals an additional 14 (4d6) damage on all melee hits. However, if the dragon misses an attack, it takes 11 (2d10) necrotic damage as its severed energy siphons inward.
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
Temperature Shock: Any creature that hits the dragon with a melee attack within 5 feet takes 7 (2d6) damage. The damage type is Cold if the dragon used a Cold ability on its last turn, or Fire if it used a Fire ability.
- Heavy Air: Any creature starting its turn within 30 feet of the dragon has its Jump distance halved and cannot take the Dash action unless they succeed on a DC 15 Strength saving throw. This represents the crushing, "hollow" atmosphere of the leaking demi-plane.
Multiattack: The dragon uses its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.
Bite: Melee Weapon Attack: +13 to hit, reach 10 ft. Hit: 18 (2d10 + 7) piercing damage plus 14 4d6 cold or fire damage (dragon’s choice).
Severed Claw: Melee Weapon Attack: +13 to hit, reach 5 ft. Hit: 14 (2d6 + 7) slashing damage.
Tail Sweep: Melee Weapon Attack: +13 to hit, reach 15 ft. Hit: 16 (2d8 + 7) bludgeoning damage. Targets must succeed on a DC 21 Strength save or be knocked prone.
Apex Breath (Recharge 5–6): The dragon exhales a blast of "Amber Steam." Each creature in a 90-foot cone must make a DC 21 Constitution saving throw. On a failure, they take 35 (10d6) cold damage and 35 (10d6) fire damage. On a success, they take half damage. The ground in the area becomes Difficult Terrain as it is coated in jagged obsidian glass.
Flash-Freeze / Flash-Burn: The dragon instantly shifts its internal temperature. It changes its current Temperature Shock damage type between Cold and Fire. The next creature to hit it with a melee attack takes an additional 7 2d6 damage of that type.
Amber After-Image: The dragon moves up to 20 feet without provoking opportunity attacks. It leaves behind a shimmering golden "husk" of itself. The first attack made against the dragon before the start of its next turn has Disadvantage as the attacker strikes the lingering image instead of the physical body.
Enraged Vent: The dragon vents pressurized steam from its wing-joints. One creature within 10 feet must succeed on a DC 21 Strength saving throw or be pushed 20 feet away and knocked Prone.
Metabolic Counter (1/Long Rest): When the dragon is hit by an attack that deals more than 30 damage, it can use its reaction to release a burst of chaotic energy. The attacker must succeed on a DC 21 Constitution saving throw or be Stunned until the end of their next turn as their own "time" is momentarily desynchronized.
Obsidian Plating: When the dragon is hit by a weapon attack, it can use its reaction to harden its scales at the point of impact. It gains Resistance to the damage from that attack.
Snap-Back: When a creature moves out of the dragon's reach, the dragon can snap its tail toward them. On a hit, the target is not only damaged but is pulled 10 feet closer to the dragon as space "folds" around the strike.
The dragon can take 3 legendary actions, choosing from the options below.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 feet must succeed on a DC 21 Dexterity save or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its speed.
Obsidian Shard: The dragon fires a shard from its wing at a target within 60 feet. Ranged Weapon Attack: +12 to hit. Hit: 13 (2d6 + 6) piercing damage.
Flicker Step: The dragon moves up to its speed without provoking opportunity attacks. It appears to "glitch" through the air, leaving a trail of golden dust.
The "Death Rattle": When the Amber Glaciate reaches 0 HP, it doesn't just die. It shatters. The obsidian scales explode outward in a 30-foot radius (DC 20 Dex save for 4d10 piercing damage). In the center of the remains, the Seed of Destruction lies exposed—dark, pulsing, and no longer stabilised by the dragon or the garden.
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