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Kysirth

The Lord Of Fire

Kysirth the lord of fire is an elder red dragon. For years he has been leadingn an army against the city of Greenmore, his powers only grow as he grows older. His army consists of slaves from the underdark aswell as the mountains. In terms of demographics it's mostly blazen creatures like hellhounds, fire elementals, mephits. He has even strangely been able to conscript or enslave 3 fire giants.  

His Lair

It lies in the vast top in the Elyrian mountain range. The entrance of the lair is hard to miss as it is a 40 feet wide opening into a mountain. Inside the dragon has made the otherwise cold exterior into what he considers warm and cozy, to most mortals however the warmth is instead far hotter than they would like. His army is bred in his lair and within the lava some fire elementals live.

Personality Characteristics

Motivation

As any red dragon Kysirth is driven by an insane drive to acumulate a hoard to be rivaled by no other.
Alignment
Chaotic Evil
Birthplace
The Elyrian Mountain Range
Children
Current Residence
The Elyrian Mountain Range, The Vast Top
Species: Red Dragon

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Revised Elder Red Dragon

Gargantuan dragon, chaotic evil
Armor Class 21
Hit Points 444 (24d20+192) 24d20+192 ]
Speed 40ft Fly: 80ft Climb: 40ft

STR
29 +9
DEX
10 0
CON
27 +8
INT
17 +3
WIS
13 +1
CHA
22 +6

Saving Throws Dex +6, Con +15, Wis +8, Cha +12
Skills Perception +15, Stealth +6
Damage Immunities Fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
Languages Common, Draconic
Challenge 22


Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.


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: +16 to hit, reach 15ft., one target. Hit: 20 2d10+9 piercing damage plus 11 (2d10) fire damage.   Claw. Melee Weapon Attack: +16 to hit, reach 10 feet, one target. Hit: 16 2d6+9 slashing damage.   Tail. Melee Weapon Attack: +16 to hit, reach 20 feet, one target. Hit: 18 2d8+9 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 20 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 6). The dragon exhales fire in a 80-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 83 24d6 ] fire damage on a failed save, or half as much damage on a successful one.   Immolation(Recharge 5-6). The dragon spits a ball of fire at one creature within 60 feet. The target must make a DC 21 Dexterity saving throw taking 28 (8d6) fire damage on a failure and if the target is a creature or a flammable object, igniting or taking half as much damage and not catching fire on a sucessful save. Until a creature douses the fire, with at least 5 gallons (= ~20 litres) of water, it takes 10 (3d6) fire damage at the start of each of its turns.    


 

Legendary Actions

The dragon can take 2 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 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 16 2d6+9 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


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