Page 75 - Monster Manual Expanded III Dragonix
P. 75

A Hellfire Wyrm's Lair                                 •  The dragon targets one creature it can see within 60 feet of it.
                                                                 The target must succeed on a DC 13 Wisdom saving throw or
        A hellfire wyrm keeps and maintains several homes in the cities
                                                                 become paralyzed for 1 minute. A creature can repeat the saving
        found within the kingdom the dragon covers. These homes are
                                                                 throw at the end of each of its turns, ending the effect on itself on a
        often large, resplendent mansions guarded by mercenaries hired
                                                                 success.
        by the hellfire wyrm, who may not even know their master's true
                                                               •  The dragon creates an opaque wall of fire on a solid surface it
        nature. These homes are just for show, though, and the hellfire
                                                                 can see within 120 feet of it. The wall can be up to 30 feet long,
        wyrm only stays there in its tiefling form when it has tasks it needs
                                                                 30 feet high, and 1 foot thick. When the wall appears, each
        to do in that city. When the hellfire wyrm is not actively scheming,
                                                                 creature within its area must make a DC 15 Dexterity saving
        it retreats to its actual lair, which is either inside the central vent
                                                                 throw. On a failed save, a creature takes 18 (4d8) fire damage,
        of a volcano, a forgotten ancient ruins, or an underground cavern
                                                                 or half as much damage on a successful save.  Each side of the
        complex deep underneath the kingdom's capital.
                                                                 wall deals 9 (2d8) fire damage to each creature that ends its
          Because the hellfire wyrm is often away from its true lair, it never
                                                                 turn within 10 feet of that side or inside the wall. A creature
        leaves it unguarded. Magma paraelementals lurk outside the
                                                                 takes the same damage when it enters the wall for the first time
        entrances of the lair, while the hellfire wyrm's infernal minions,
                                                                 on a turn or ends its turn there. The wall disappears when the
        such as barbed devils, bearded devils, hellhounds, imps, lemures,
                                                                 dragon uses this lair action again or when the dragon dies.
        merregons, nupperibos, and spined devils, patrol the inner
        passageways and chambers. Finally, the hellfire wyrm's innermost   Regional Effects
        sanctum in its lair, where it hides its precious collections and
                                                               The region containing a legendary hellfire wyrm’s lair is warped
        accumulated treasure, is always protected by magical traps and   by the dragon’s magic, which creates one or more of the following
        sealed by magical locks.                               effects:

                                                               •  Unbearably hot, sulfuric smoke obscures the land within 6
        Lair Actions
                                                                 miles of the dragon’s lair. Creatures take 3 (1d6) poison damage
        On initiative count 20 (losing initiative ties), the dragon takes a lair   and 3 (1d6) fire damage at the end of hour spent in the area.
        action to cause one of the following effects; the dragon can’t use   •  Water sources within 1 mile of the lair are supernaturally warm
        the same effect two rounds in a row:                     and tainted by sulfur.
        •  A storm made up of sheets of roaring flame appears in a loca-  •  Rocky fissures within 1 mile of the dragon’s lair form portals to
          tion the dragon chooses within 120 feet of it. The area of the   the Nine Hells, allowing hell hounds and lesser devils (CR 5 or
          storm consists of up to eight 10-foot cubes, which the dragon   less) into the world to dwell nearby.
          can arrange as it wishes. Each cube must have at least one face
          adjacent to the face of another cube. Each creature in the area   If the dragon dies, the devils disappear immediately, and the other
          must make a DC 15 Dexterity saving throw. It takes 22 (4d10)   effects fade over the course of 1d10 days.
          fire damage on a failed save, or half as much damage on a
          successful one. The fire damages objects in the area and ignites
          flammable objects that aren't being worn or carried.
         Hellfire Wyrmling                                     (1d10 + 2) piercing damage plus 3 (1d6) fire damage.
         Medium fiend (dragon), lawful evil                    Innate Spellcasting. The dragon's innate spellcasting ability is
                                                               Charisma. It can innately cast the following spells (spell save DC 14,
         Armor Class 17 (natural armor)                        +6 to hit with spell attacks), requiring no material components:
         Hit Points 52 (8d8 + 16)                              At will: charm person, detect magic, disguise self, fire bolt
         Speed 30 ft., fly 60 ft.                              1/day each: invisibility, suggestion
                                                               Hellfire Breath (Recharge 5–6). The dragon exhales hellfire in a 15-
             STR           DEX           CON           INT           WIS           CHA
                                                               foot cone. Each creature in that area must make a DC 13 Dexterity
                15 (+2)       10 (+0)      15 (+2)      14 (+2)     12 (+1)      16 (+3)
                                                               saving throw.  On failed save, a creature takes 22 (4d10) fire damage
                                                               and becomes vulnerable to fire damage until the end of its next turn.
         Saving Throws Dex +3, Con +5, Wis +4, Cha +6
                                                               On a successful save, a creature takes half as much damage and
         Skills Deception +6, Perception +7, Stealth +3
                                                               suffers no other effects.
         Damage Resistances  bludgeoning, piercing, and slashing from
           nonmagical attacks that aren't silvered             Change Shape. The dragon magically polymorphs into a tiefling
         Damage Immunities fire, poison                        or any Medium-sized devil. It can revert to its true form as a bonus
         Condition Immunities poisoned                         action. Its statistics, other than its size, are the same in each form.
         Senses truesight 60 ft., passive Perception 17        Any equipment it is wearing or carrying isn’t transformed. It reverts
         Languages all                                         to its true form if it dies.
                                                               Bonus Actions
         Challenge 5 (1,800 XP)       Proficiency Bonus +3
         Magic Resistance. The dragon has advantage on saving throws   Heated Body.  The dragon emits fire from its body. A creature that
         against spells and other magical effects.             touches the dragon or hits it with a melee attack while within 10 feet
         Actions                                               of it and the Heated Body is active takes 3 (1d6) fire damage.  The
                                                               Heated Body remains until the dragon dies or until it dismisses it as
                                                               an action.
         Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
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