Blue Inferno Dragon (5e Creature)
Blue Inferno Dragon[edit]
Gargantuan dragon, lawful good Armor Class 27 (natural armor)
Saving Throws Str +16, Con +14, Cha +16 Flame Aura. When a creature starts its turn within 15 feet of the dragon it must succeed a DC 24 Constitution saving throw or take 13 (2d12) fire damage. Fire Master. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Control Fire. The dragon can move fires as if it was wind and redirect lava flow. Blue Inferno Gift. The dragon can touch a creature with a breath weapon and reset it so it does not need to rest and can give any creature a fire spell the creature must be able to cast spells and must have the appropriate spell slot for it. Volcanic Awakening (Recharges after a Short or Long Rest): If the Dragon would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Award a party an additional 105,000 XP (210,000 XP total) for defeating the dragon after its Primordial Awakening activates. Legendary Resistance (3/Day). If the Dragon fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws and one with its tail. In place of one claw attack, it can use its Flame Charge. Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) lightning damage. Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Flame Charge. The dragon moves 40 feet in a straight line. Each creature in that line must succeed on a DC 23 Dexterity saving throw or take 27 (5d10) fire damage. Blue Inferno Breath (Recharge 5-6). The dragon exhales destructive energy in a 90-foot cone or a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 23 Dexterity saving throw, taking 124 (19d12) fire damage on a failed save, or half as much damage on a successful one. This damage also burns away all flammable items in range that are not being carried. Frightful Presence. Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 25 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.
LEGENDARY ACTIONSThe 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. Tail Sweep. The dragon makes one attack with its tail. |
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