Gargantuan Dragon, Chaotic Evil
Armor Class 23 Scale Hide
Hit Points 550 (30d20 + 250)
Speed 40 ft., Burrow 60 ft., Climb 40 ft., Fly 80 ft., Swim 60 ft.
STR
26 (+8)
DEX
15 (+2)
CON
23 (+6)
INT
19 (+4)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +16, CON +14, INT +12, WIS +12
Skills Insight +13, Stealth +11
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Cold, Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 90 ft., Passive Perception 26
Languages Draconic, Ignan
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Molten Hide. The molten dragon is immune to fire, cold, resistance to non-magical weapon attacks, and lightning damage. This monster creates bright light within 90 ft. of this monster. Any spell that uses water deals double damage, if any water hits him he takes 3d6 points of damage.

Erupting Fire. When this monster is in lava their molten breath attack recharges 2x faster.

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

Melting Point. Any metal within 25 ft. of the dragon that isn't enchanted melts. Any creature that is touching the metal takes 4d10 points of fire damage

 

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: +17 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 15) piercing damage plus 16 (4d8) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (5d8 + 15) slashing damage plus 12 (3d8) fire damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (2d8 + 15) bludgeoning damage.

Molten Rock. Ranged Weapon Attack: +15 to hit, reach 60 ft., one target. Hit: 21 (4d8+ 10) bludgeoning damage plus 16 (4d8) fire damage. *Must be near a lava pool

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.

Molten Breath (Recharge 5–6). The dragon exhales molten rock in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 96 (24d8) fire damage 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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 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.

Molten Vomit (Cost 2 Actions). The dragon pucks up swallowed lava any creature with in a 15 ft. cone in front of the dragon must make a DEX save of 20 or take 26 (5d8 + 10)

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A large black-stoned scaled dragon with other scales that resemble molten rock flowing around its body. Many people would mistake it for being made out of stone and lava. This creatures claws and fangs are burning red. Its head has multiple horns growing out, his eyes are glowing bight orange, and when he opens his mouth bright red light imitates from it. This dragon has evolved to live deep under ground, because of this has made its claws sharper and more deadly from living under ground.

Lair and Lair Actions

In a cavern deep under a volcano. This cavern is roughly a 300-foot-sphere. Within this cavern there are multiple large orange and red crystals that stand 10 ft. tall and 5 ft. wide they shed bright light for 10 ft. and dim light for another 10 ft. (These crystals can store fire damage in to them, and once they have taken enough damage they can explode dealing 5d8 points of fire damage and 3d10 points of piecing damage). Along with the crystals their are multiple large rock formations some reach up to the ceiling and others are 10 ft. off the ground. At the far end of the cavern from the entrance is a large pool of lava with lava-falls flowing into it from above the pool. The dragon treats this spot as its bed an home. 

Lair Actions

On initiative count 20 (losing initiative ties), the Molten dragon takes a lair action to cause one of the following effects; the Molten dragon can’t use the same effect two rounds in a row:

  • Volcanic Vent. The molten dragon stomps on the ground and 3 creatures within the cavern must make a DEX saving throw of 17 or take 8d8 points of fire damage on a failed save or half the damage on a successful save.
  • Falling Rocks. The molten dragon uses his tail and slams it against the wall making the ceilings rocks fall. 4 creature in the cavern must make DEX saving throw of 14 or take 4d12 points of bludgioning damage on a failed save and no damage on a successful save.
  • Molten Flood. The dragon forces up lava to coat the floor of the cavern. The lava rise up to 5 ft. of the ground and fills the whole chamber. Any creature gains an immediate reaction to try an get to higher ground to do so they must make a DEX save of 11 or take 31 (8d8) points of fire damage. The lava turns to solid rock after 3 rounds. Roll a d20 + 2 to see how long until this can be used again

Regional Effects

The region containing a legendary Molten Dragon’s lair is affected by it moving and shaping its lair, which creates one or more of the following effects:

  • Ash falls in a 4 mile radius of the lair
  • Large rock sharp formations standing 20 to 50 ft. tall protruded from the earth within 4 mile radius of the lair.
  • Any medium or large body of water within 5 miles of the lair becomes like a hotspring.
  • Small tremors can be feel 6 miles from the lair.
  • Within 4 miles of the lair it is extremely hot no flora can live there.

If the molten dragon dies, these effects fade over the course of 5d20 days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2020 3:39:08 AM
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Monster Tags: Cult of the Eternal FlameCult of the DragonElemental

Habitat: Mountain

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