EoE:Flamespear Dragon

Flamespear Dragon
Huge dragon (celestial), lawful neutral

Armor Class 17 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft., climb 40 ft., fly 80 ft.

20 (+5) 10 (+0) 22 (+6) 12 (+1) 17 (+3) 15 (+2)

Saving Throws Agi +5, End, +11, Wil +8, Per +7
Skills Perception +13, Stealth +5
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances {{{resistances}}}
Damage Immunities fire
Condition Immunities {{{conditions}}}
Senses darkvision 120 ft., passive Perception 23
Languages Dovahzul, Tamrielic

Challenge 16 (15,000 XP)Proficiency Bonus +5
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail Whip. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) 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 15 Willpower 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.

Dragon Shouts (Recharge 5-6). The dragon uses one of the following dragon shouts.
Fire Breath (Yol Toor Shul). The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Agility saving throw, taking 49 (13d6) fire damage on a failed save, or half as much on a successful one.
Unrelenting Force (Fus Ro Dah). The dragon exhales a blast of force in a 60-foot cone. Each creature in that cone must make a DC 19 Strength saving throw. On a failed save, a creature takes 21 (6d6) force damage, is knocked back 20 feet and falls prone. On a successful save, the creature takes takes half as much damage and isn’t knocked back.
Legendary Actions
The dragon can take 3 legendary actions, choose 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 Willpower (Perception) check.

Tail Attack. The dragon makes a tail whip attack.

Wing Thrash (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Agility saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed.

Found In: Enemies of Elsweyr

Flame Dragons

Covered in crimson, overlapping scales, flame dragons possess a sleek profile and a fiery temperament. They are quick to anger and exceptionally strong for their slender form, making them particularly dangerous foes.
Smaller flame dragons often lack the ostentatious horns of their larger counterparts, which typically grow straight backward from the tops of their heads, or the sides of their cheekbones. Their eyes glow bright yellow with slitted pupils.
These apex creatures love to play with their food and prefer to hunt intelligent targets that can provide at least a worthy, albeit brief challenge. If the prey finds a way to injure the dragon, it will attack with a burning ferocity to quickly end the fight. This arrogance can sometimes lead a flame dragon to put itself into dangerous positions, believing that it always has the upper hand to end a fight quickly. Adventurers that prepare themselves for a fiery battle may give themselves an upper hand when fending off this mighty foe.

A Flame Dragon's Lair

Flame dragons lair where their fire can cause remarkable damage, using their most comfortable element to intimidate others who dare enter their demesne. Dense forests can be very attractive to a flame dragon, but areas with high amounts of volcanic activity, such as the ashlands of Morrowind, are highly sought after.
Red skies filled with fiery smoke choke out the sun near a flame dragons lair. Flame atronachs and wyrms guard the lands and fend off intruders. Intimidation appears to be one of the flame dragon’s most favored tool.

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:

  • A gust of incendiary winds blows in a 120-foot line that is 30 feet wide, starting from a point the dragon can see within 120 feet of it. Each creature within the winds must succeed on a DC 15 Endurance saving throw or be blinded 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.
  • Large spikes of igneous rock pierces up from the ground underneath one creature that the dragon can see that is within 120 feet of it. The creature must succeed on a DC 15 Agility saving throw or take 21 (6d6) piercing damage and be restrained by the rock. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The rock crumbles to the ground when the dragon uses this lair action again or when the dragon dies.
  • Dark clouds form in a 20-foot radius in the sky. It lasts until initiative count 20 on the next round. Each creature that starts its turn underneath the clouds must make a DC 15 Agility saving throw, taking 7 (2d6) bludgeoning damage and 7 (2d6) fire damage on a failed save, or half as much on a failed one.

Regional Effects

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

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form rifts to the daedric plane of Infernace, allowing creatures of elemental fire, such as flame atronachs of all shapes and flame wyrms, into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.