Ventmaw, Soul of the Volcano
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Planeshift Tarkir
Huge dragon, Any
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.
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.
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.
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:
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:
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