Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (1d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 3) slashing damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Description
The Blestemat is feared by kobolds who dare speak its name, acting as a godlike leader to those who reside on its island. Being forced into servitude by the ruthless claws, no one dares to disturb this creature in its lair. The striking ____ color is what one notices first about Blestemat.
The intimidating stature of this 16 ft long 8 ft high creature is added to by its elongated snout and 1 ft long black claws. Its horns, shaped much like those of a Giant Eland, are swept-back and sharpened. Dark in color the horns and needle-like spinal ridge create a menacing silhouette. From its snout vents a constant stream of dark grey smoke at all times.
When angry, the dark eyes of the creature lighten and narrow. their coloration becomes much like an opal gem as it focuses in on its foe.
Lair and Lair Actions
Blestemat's Lair
Blestemat resides in an cavernous lair or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most inviting to Blesemat, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
Dispite being well protected deep within the lair, Blestmat spends much less time out of the mountain as in it. Blestemat leaves his underground stronghold and takes to the sky, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, kobold servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the iron fist it controls with
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:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- 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 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
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:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
Comments