Ember
Monstrous Compendium Vol. 2 - Dragonlance Creatures p. 5
- Size
- Huge
- Type
- dragon (adult chromatic)
- Alignment
- chaotic evil
- AC
- 20 (special equipment)
- Hit Points
- 270 (20d12+140)
- Speed
- walk 40 ft., climb 40 ft., fly 80 ft.
- Saving Throws
- Dex +7, Con +14, Wis +9, Cha +13
- Skills
- Perception +16, Religion +10, Stealth +14
- Immunities
- Fire
- Senses
- blindsight 60 ft., darkvision 120 ft.
- Passive Perception
- 26
- Languages
- Abyssal, Common, Draconic
- Challenge
- 22
Traits
Proficiency Bonus
+7
Calescent Aura
At the start of Ember's turn, Ember can force any number of creatures of his choice within 10 feet of himself to make a DC 22 Constitution saving throw. On a failed save, a creature takes 7 (2d6) fire damage and is frightened of Ember until the start of its next turn.
Legendary Resistance (5/Day)
If Ember fails a saving throw, he can choose to succeed instead.
recharge
5/DAY
Special Equipment
In battle, Ember dons magical plate armor custom-forged for his use. While wearing the armor, Ember adds his Charisma modifier to his weapon damage rolls (included in the attack descriptions), and his AC can't be lower than 20.
Actions
Multiattack
Ember makes one Bite attack and two Claw attacks.
Bite
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (2d10 + 15) piercing damage plus 13 (2d6 + 6) fire damage.
Claw
Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 15) slashing damage.
Firestorm Breath (Recharge 5-6)
Ember exhales roiling flames and ash in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 56 (16d6) fire damage and is pushed up to 30 feet away from Ember and knocked prone. On a successful save, a creature takes half as much damage with no other effects. If a creature is reduced to 0 hit points by this effect, the creature immediately dies, and its body is reduced to ash.
recharge
D5
Legendary Actions
Legendary Actions (3/Turn)
Ember 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. Ember regains spent legendary actions at the start of its turn.
recharge
3/TURN
Pursuit
Ember moves up to 40 feet in a straight line toward one creature he can see. This movement ignores opportunity attacks.
Searing Bite (Costs 2 Actions)
Ember makes one Bite attack. If the attack hits, it deals an additional 7 (2d6) fire damage.
Other data
description
"Emperor Ariakas,
Glory to the Dragon Queen's name! Our designs on Abanasinia unfold according to your plans. This is no thanks to the so-called "adviser" I've been saddled with, the dragon Ember. The beast is terrifying, both in might and cunning, but it undermines my every design and terrorizes my forces. It's too canny to be caught, but I'm certain some portion of the troops we've lost to Qualinesti ambushes in fact smolder in the wyrm's gut. It thinks I don't hear, but it whispers curses in reply to my every command. Were it not one of our queen's favored children, I would have replaced my bed linens with its hide.
I will complete our queen's work with the troops at my disposal, but when I return to Neraka, I would have this viper reassigned. I recommend to Icewall.
By Her Will, Verminaard Highlord of the Red Dragon Army"
Also known as Pyros, Ember is an imperious and ruthless red dragon who serves the Dragon Queen Takhisis. In his service to the Dragon Queen, Ember has taken on many roles at her behest—including that of a black-robed human member of the Mages of High Sorcery—but he is best known as the adviser of Dragon Highlord Verminaard, leader of the Red Dragon Army. Empowered by Takhisis herself, Ember's innate fire can sear those nearby, and his breath weapon is a molten storm of ash and flame. In combat, Ember wears a set of magic plate armor that bolsters his already-impressive might, allowing him to annihilate entire cohorts with terrifying ease.