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Ventmaw, Soul of the Volcano

Ventmaw dwells within the heart of the Qadat Volcano. Having traveled with Dragonlord Atarka to Qadat, Ventmaw stayed behind making the Rim of Fire his personal hunting grounds, burning anything and anyone to ash in his wake. Soon after, the dragon become the champion of the local Efreet. Having been given the title 'Soul of the Volcano' and became an object of worship.
Current Status
Alive
Current Location
Species
Honorary & Occupational Titles
Savage, Soul of the Volcano
Children
Aligned Organization

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Character Portrait image: Savage Ventmaw by Slawomir Maniak

Planeshift Tarkir

Ventmaw, Soul of the Volcano

Huge dragon, Any

Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108) 18d12+108
Speed: 40 ft Fly: 80 ft Swim: 40 ft

STR

25
( +7 )

DEX

10
( +0 )

CON

22
( +6 )

INT

8
( -1 )

WIS

15
( +2 )

CHA

16
( +3 )

Saving Throws Dex +5, Con +11, Wis +7, Cha +8
Skills Athletics +12, Intimidation +8, Perception +7, Survival +7
Damage Resistances cold
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 17
Languages Draconic; understands Common but can't speak
Challenge Rating 15
Proficiency Bonus 5

Heated Body. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Keen Senses. The dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Trample. If the dragon moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three melee attacks, either once with its bite or ram attack, and then twice with its claw.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) fire damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: Hit: 14 (2d6 + 7) slashing damage.
Ram. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 14 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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 45 (13d6) 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 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.

  • Attack. The dragon makes a bite or tail attack.
  • Savage (Costs 2 Actions). The dragon makes a claw attack against each creature within 5 feet of it.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

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:

  • 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. Each creature in the geyser's area must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • Blinding smoke and ash form a cloud in a 30-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature that enters or starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be blinded until initiative count 20 on the next round.

Regional Effects

The region containing a lair of Atarka's brood is warped by the dragon's magic, which creates one or more of the following effects:

  • Temperatures within 5 miles of the dragon's lair are warmer than in the surrounding lands. Snow melts shortly after landing, plants are more common, and animals lose their winter coats.
  • Beasts and monstrosities are more aggressive within 3 miles of the dragon's lair. Animal Handling checks in the area are made with disadvantage.
  • Volcanic fissures and geysers spring up within 1 mile of the dragon's lair.
If the dragon dies, these effects fade over the course of 1d10 days.

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