Dragon, Magma (Adult)

Family: Dragons

Huge dragon, chaotic evil

Armor Class 20 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Perception +13, Stealth +6
Damage Resistances piercing and slashing from non-magical weapons.

Damage Vulnerabilities cold
Damage Immunities fire and bludgeoning from non-magical weapons
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic, Ignan
Challenge 18 (18,000 XP)

SPECIAL TRAITS

  • Glowing Blood. The lava dragon produces light from its magma-like blood, emitting light in a 60′ radius.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
  • Wing Deflection. The dragon uses its wings to buffet aside normal-sized arrows and bolts as a bonus action with a DC15 Dexterity check.
  • Frightful Presence. Each creature of the dragon’s choice that is within 120 ft. 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.
  • Magma Breath (Recharge 3-6). The dragon exhales fire and rock in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 81 (22d6) fire and bludgeoning damage on a failed save, or half as much damage on a successful one. Individual resistances only apply to half of the damage inflicted. Additionally, the bludgeoning aspect of the magma breath attack subjects targets to being knocked prone.
  • Magma Blood. When the magma dragon suffers damage from bludgeoning, piercing, or slashing attacks, it sprays a burst of super-heated blood. Each creature within 20 ft. of it must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much damage on a successful one.

LEGENDARY ACTIONS

The 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.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

ABOUT

Magma dragons are among the rarest of all dragon subtypes. They have submitted themselves to an arcane tradition that transforms them beyond the ultimate reach of the oldest and most powerful red drakes into something more primal, elemental, and fearsome. The spells and rituals are lost to all but the most mighty of fire elemental mages and powerful efreeti kings on the elemental plane of fire. While no one knows why a powerful pinnacle predator would subject themselves to this process, the rewards are great.

There is fire, there is magical fire, and then there are the myriad types of fire found on the elemental planes. The elemental planes have varieties of flame and heat that are unknown in mortal realms. This is the core of the magic and power of the magma dragon. Its blood is literally elemental magma; not just flame, but stone and superheated gas, which can be delivered in a terrifying blast that can literally, pulverize and vaporize instantaneously.

The magma dragon is among the most primordial of all dragons and has an origin significantly different than that of other great drakes. It is said that they were born in the fires of creation and once served as guardians at the gates between the Material Plane and the elemental Plane of Fire. Their hide is literally rock hard and forms obsidian plates with extremely sharp edges. Simple contact with their skin can result in terrible wounds to attackers. Their bones are hardened to withstand the intense pressure and heat of the deep earth. This offers them a significant advantage against any attacks that crush or bludgeon them.

TACTICS

Initial Round-While magma dragons are fearless, they will never attack directly, preferring to fly by and use their punishing breath weapon to soften foes. Their heightened recharge rate also allows them to use this attack with greater abandon. Focus is divided between front line fighters and spellcasters.

Melee Round(s)-When confronted on the ground, the magma dragon knows that its blood is deadly and that its wounds are dangerous to those nearby to some extent.

Example Dragon Hoard

chainmail +1, small shield +1 3 rare greataxes
7 potions (GM choice) 2 pirate prince cutlasses
15 sapphires 1 spellbook (GM choice)
7,500 sp and 11,000 gp 3 ornate spears (60 gp)
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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