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  1. Notes

Adamantine Dragon's Lair

Explanation

The stench of evil is quickly snuffed when one enters their domain, even the most vile of demons would not attempt to step into such a holy ground. Life grows more abundantly under the watchful care of the Dragon and animals become large and plump. Many who live in such areas receive good fortunes as the divine flames from the Dragon purge the area of malevolent forces.

Lair Actions

On Initiative count 20 (losing all 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 spot of dirt within 24m of the Dragon grows earthen tendrils from the ground that work to halt the movement of escaping quarries. Any creature within 4m of the spot must succeed on a DC 15 Strength saving throw or be pulled up to 4m and knocked prone.
  • A divine, white flame falls from the sky to burn away evil in a 4m radius sphere centered on a point within 24m of the dragon. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. Fiends and Undead make this saving throw with disadvantage.
  • Time is altered for all creatures in a 3m radius sphere centered on a point within 12m of the Dragon. Each creature in that area must succeed on a DC 15 Wisdom saving throw or be affected as if by a Slow spell until Initiative Count 20 on the next round.

Regional Effects

The region containing a legendary Adamantine Dragon's Lair is warped by the Dragon's magic, which creates one or more of the following effects:

  • Animals and vegetation grow twice as fast within 10km of the lair.
  • All nonmagical flames within 10km of the lair ignore resistance to fire damage.
  • Spots of slowed time within 1km of the lair can freeze creatures in place. The first creature to enter a spot must succeed a DC 15 Wisdom save or be paralyzed for 1 minute, completely unaware of the movement of time around it until the effect wears off.