Ember

Huge dragon (adult chromatic), Chaotic Evil

Armor Class

20 (special equipment)

Hit Points

270 (20d12 + 140)

Speed

walk 40 ft., climb 40 ft., fly 80 ft.

Saves

dex +7, con +14, wis +9, cha +13

Skills

perception +16, religion +10, stealth +14

Damage Immunities

Fire

Senses

blindsight 60 ft., darkvision 120 ft.

Languages

Abyssal, Common, Draconic

Challenge

22

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.

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.

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.

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.