It lasts until initiative count 20 on the next round. 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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