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## Volcanic Dragon A volcanic dragon is a creature native to volcanic regions. Naturally adapted to a harsh world, volcanic dragons are fearsome and much more of a threat than other similar monsters. Volcanic dragons are often found near volcanoes, as well as other hot regions, such as vast deserts, fiery planes or hellish dimensions. ***Flaming Appearance.*** Volcanic powers are strange and manifest in a multitude of ways. Some dragons have dark red scales, emitting visible heat. Others have black scales, looking as solid as dense rock. Still more have light and translucent scales, appearing to be made partly of a viscous liquid. Regardless of their appearance, volcanic dragons are fearsome and certainly a foe to treat with caution. ***Rocky Habitats.*** Volcanic dragons find lodging in a variety of places. From rumbling volcanoes to deep underground caves, these dragons have adapted to the extreme conditions. These adaptions appear not only as physical traits, but alter a dragon's physiology. This allows them to exhale magmic rocks and exude an aura of heat. ***The Planes of Earth and Fire.*** Volcanic dragons are also common across and in between the Planes of Earth and Fire. Infused with raw elemental power, volcanic dragons all have ties to these planes, accessing powerful magics from it. Using these powers, these dragons often cause mass destruction while fighting, even while unintentional. Because of this raw power, several evil mages have developed ways to trap this power into a dragon, creating living weapons of destruction. ***Infrared.*** Everything the dragon sees in darkness with its darkvision is in a shade of red. ### Volcanic Dragon Traits Only a true dragon can transform into a volcanic dragon, and only if it is born somewhere with high heats and pressures, such as inside a volcano. There have been tales of forgotten rituals and magic that transformed a creature into a volcanic dragon after its birth. When a creature becomes a volcanic dragon, it retains all its statistics except as noted below. The volcanic dragon might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. ***Damage Resistance.*** The dragon has resistance to bludgeoning damage. ***Damage Immunities.*** The dragon has immunity to fire and poison. It also retains any immunities it had prior to becoming a volcanic dragon. ***Condition Immunities.*** The dragon can't be paralyzed or poisoned. It also doesn't suffer from exhaustion. ***Speed.*** The dragon gains a burrowing speed equal to its base walking speed. ***Senses.*** The dragon gains tremorsense with a radius of 60 feet. ***New Action: Volcanic Bite.*** If the dragon deals acid, cold, lightning, or poison damage with its bite, change that damage type to fire. Additonally, the target is grappled (escape DC equal to breath save DC). Until this grapple ends, the target has disadvantage on saving throws against the dragon's breath weapon or magmic radiation features, and the dragon can't bite another target ***New Action: Volcanic Eruption.*** Any damage-dealing breath weapon possessed by the dragon deals magical bludgeoning or fire damage (dragon's choice) instead of its original damage type. If the saving throw fails by 5 or more, the creature is also knocked prone and restrained. It can use its action to attempt to escape these restraints by making a Strength saving throw against the dragon's breath save DC, escaping on a success. ***New Trait: Innate Spellcasting (Young or older).*** The dragon's innate spellcasting ability is Constitution (use breath weapon save DC for spell save DC). It can innately cast the following spells, requiring no components: At will: *continual flame, heat metal* 3/ day: *wall of fire* (Adult or older) 1/day: *meteor swarm* (Ancient only) ***New Trait: Tunneler.*** The dragon can burrow through solid rock at half its burrow speed and leaves a 5- (Medium or Large) or 10- (Huge or Gargantuan) foot diameter tunnel in its wake. ***New Trait: Magmic Radiation.*** The dragon emits an aura of heat and flame. When a creature starts its turn within 10 feet of the dragon, it must succeed on a Constitution saving throw (against the dragon's breath save DC) or take 1d8 fire damage. Adult dragons or older deal 2d8 fire damage instead. Additionally, when the dragon makes a melee attack on its turn, its reach for it is 5 feet greater than normal. This also determines the dragon's reach for opportunity attacks with a melee weapon.
> ##### Volcanic Dragon Challenge Rating > Due to the increase of potent resistances, immunities and condiditions, as well as an increased damage output, a volcanic dragon is stronger than other dragons. These changes typically increase the original monster's CR by about 1-3.
###### *Created by Numbers1999. Join my Discord server to get early access to new content at https://discord.gg/rQNktBh. You can support me on Ko-fi at https://ko-fi.com/numbers1999 or on patreon at https://www.patreon.com/numbers1999.* ###### *"Volcanic Dragon" by Chris Rhan, "Shivan Fire" by Grzegorz Rutkowski. "Volcanic Dragon Template" is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast.*
\pagebreak ___ ___ > ## Ancient Volcanic Green Dragon >*Gargantuan dragon, lawful evil* > ___ > - **Armor Class** 21 (natural armor) > - **Hit Points** 385 (22d20 + 154) > - **Speed** 40 ft., burrow 40ft., fly 80 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|10 (+0)|25 (+7)|20 (+5)|17 (+3)|19 (+4)| >___ > - **Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 > - **Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 > - **Damage Resistances** bludgeoning > - **Damage Immunities** fire, poison > - **Condition Immunities** exhaustion, paralyzed, poisoned > - **Senses** blindsight 60 ft., darkvision 120 ft., tremorsense 60ft., passive Perception 27 > - **Languages** Common, Draconic > - **Challenge** 25 (75,000 XP) > ___ > > ***Amphibious.*** The dragon can breathe air and water. > > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > > ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Constitution (spell save DC 22). It can innately cast the following spells, requiring no components: > > At will: *continual flame, heat metal* > > 3/ day: *wall of fire* > > 1/day: *meteor swarm* > > ***Tunneler.*** The dragon can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. > > ***Magmic Radiation.*** The dragon emits an aura of heat and flame. When a creature starts its turn within 10 feet of the dragon, it must succeed on a DC 22 Constitution saving throw or take 2d8 fire damage. > > ### Actions > ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > > ***Bite.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) fire damage, and the target is grappled (escape DC 22). Until this grapple ends, the target has disadvantage on saving throws against the dragon's breath weapon or magmic radiation features, and the dragon can't bite another target > > ***Claw.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) slashing damage. > > ***Tail.*** Melee Weapon Attack: +15 to hit, reach 25 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. > > ***Frightful Presence.*** 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. 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. > > ***Volcanic Eruption (Recharge 5–6).*** The dragon exhales a cloud of thick magmic rock in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature is also knocked prone and restrained. It can use its action to attempt to escape these restraints by making a DC 22 Strength saving throw, escaping on a success.