The sphere spreads around corners, and its area is lightly obscured. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it.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. A tremor shakes the lair in a 60-foot radius around the dragon.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. 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.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: Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. For a red dragon, 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. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. The dragon exhales fire in a 60-foot cone. 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.įire Breath (Recharge 5–6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. Hit: 17 (2d8 + 8) bludgeoning damage.įrightful Presence. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.Ĭlaw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. It then makes three attacks: one with its bite and two with its claws.īite. The dragon can use its Frightful Presence. Monstrous Compendium Vol 3: Minecraft Creatures
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