OK, I couldn't help myself. Here is an updated Ancient Red version of Ember, dave2008 style
Ember from Monstrous Compendium Volume 2: Dragonlance Creatures
|Gargantuan mythic dragon, chaotic evil||180,000 Mythic XP|
22 (natural armor)
526 (27d20 + 243)
70 ft., climb 70 ft., fly 210 ft., swim 60 ft.
|29 (+9)||12 (+1)||29 (+9)||20 (+5)||17 (+3)||26 (+8)|
Str +17, Dex +9, Con +17, Int +13, Wis +11, Cha +16
Arcana +13, Athletics +17, Intimidation +16, Perception +19
force, piercing, poison
blindsight 90 ft., darkvision 180 ft., passive perception 29
Common, Draconic, Giant, Ignan
+8; Maneuver DC
Blessing of Takhisis (Mythic Trait, recharges after a Rest).
If Ember would be reduced to 0 hit points, his current hit point total instead resets to 526 hit points, he recharges all of his abilities and he can now use Legendary Actions with the "Mythic" trait for 1 hour.
Ember's melee attacks deal an extra 5 damage of the attacks type on a hit (included in the attack).
At the start of Ember’s turn, Ember can force any number of creatures of his choice within 90 feet of himself to make a DC 18 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.
Ember's space is 30 feet by 30 feet and he has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.
Ember can use the following Dragon Tactics
: dive, multi-claw, snatch, strafing, tail sweep, wing buffet
When an area takes fire damage from Ember’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 15 feet high, opaque, and cover the whole area. A creature takes 14 (4d6) fire damage when it enters or ends its turn within 5 feet of the area.
Scion of Fire.
Fire damage inflicted by Ember ignores fire resistance and immunity of creatures with 25 hit dice or less. Additionally, while a creature is taking ongoing fire damage inflicted by Ember, the creature is Dazed. A creature can use an action to end the ongoing damage inflicted by Ember.
Ember makes two claw attacks. He can replace one of these attacks with a Fire Blast attack.
Bite. Melee Weapon Attack:
+17 to hit, reach 15 ft., one target. Hit:
53 (6d12 + 14) magical piercing damage plus 17 (5d6) fire damage and, if Ember wishes, the target must make a DC 25 Strength throw or be grappled. A Medium or smaller creature grappled this way is also restrained.
Claw. Melee Weapon Attack:
+17 to hit, reach 10 ft., one target. Hit:
41 (6d8 + 14) magical slashing damage and, if Ember wishes, the target must make a DC 25 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.
Tail. Melee Weapon Attack:
+17 to hit, reach 40 ft., one target. Hit:
47 (6d10 + 14) magical bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 25 Strength saving throw or be knocked prone and stunned until the end of Ember’s next turn.
Ember beats its wings. Each creature within 40 feet of Ember must succeed on a DC 25 Strength saving throw, taking 17 (4d4 + 7) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. Ember can then fly up to half its flying speed without provoking opportunity attacks.
Fire Blast. Ranged Weapon Attack:
+17 to hit, range 180 ft., one target. Hit:
26 (4d12) fire damage and must make a DC 25 Constitution saving throw or take 13 (2d12) ongoing fire damage.
Dragon Magic (8/Day).*
Ember uses his innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 24, +16 to hit with attacks) as if they are 8th level spells: continual flame, dominate monster, fireball, fire storm, flaming sphere, heat metal,, wall of fire
Charge Breath (Recharge 5-6).
Ember inhales and charges his breath weapon.
Ember magically transforms into a vulture
or a mage
and retains his alignment, damage immunities, hit points, and Hit Dice, as well as his Intelligence, Wisdom, and Charisma scores. This transformation ends if Ember is reduced to 0 hit points or if he uses another bonus action to end it.
Ember can take 3 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. If Ember has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Ember regains spent legendary actions at the start of its turn.
Detect (Recharge 5-6).
Ember extends his senses, making a Wisdom (Perception) check and gaining advantage on his next attack or inflicting disadvantage on saving throws against his next use of Fire Breath.
Ember ends one negative effect currently affecting it. He can do so as long as it has at least 1 hit point, even while unconscious
Ember can move half his current speed.
Attack (Cost 2 Actions).
Ember makes one Bite, Tail, or Wings attack.
Dragon Magic (Mythic Trait, costs 3 Actions).
Ember can create a spell like effect using its dragon magic.
Fire Breath (Costs 3 Actions).
If Ember has charged his breath weapon, he exhales fire in 200-foot cone or twenty 20-foot-by-20-foot contiguous areas within 200 feet of it. Each creature in that area must make a DC 25 Dexterity saving throw, taking 156 (24d12) fire damage plus 13 (2d12) ongoing fire damage on a failed save, or half as much damage and no ongoing damage on a successful one, or maximum damage on a save failed by ten or more (DC 15). Additionally, any magic or active spell of 8th level or lower in the area ends.
Tail Sweep (Mythic Trait, costs 3 Actions).
Ember swings his tail in a 40-foot cone, making a tail attack against reach target in the area.