Fireworks Dragon

by PaoloD

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Dragon, Firework

by Paolo Davolio // Echidna Design


A dragon that is exposed to great quantities of volatile alchemical substances can become a so called "firework dragon". The dangerous components react with the dragon's elemental core and alter it, filling its inwards with literal fireworks that are ready to explode.

The process to become a firework dragon can be accidental or can be pursued on purpose. It is not unknown for gnome alchemists to temper with draconic creatures to turn them into one, so they could have their unique kind of "special effects" for their festivities. Dragons often undergo the process willingly, as they love how flamboyant they become by doing so.

The dragon in the statblock was an adult red dragon.

Firework Dragon Template

Any member of dragonkind that has a breath weapon can become a firework dragon. To do so, the dragon must be exposed to dangerous alchemical substances that will alter its nature. The change is often temporary or reversible.

When a dragon becomes a firework dragon, it retains its statistic except as described below. The dragon might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.

The Challenge Rating of the creature increases by 1 without altering its proficiency bonus.

Damage Resistances. The creature has resistance to fire and thunder damage.

Condition Immunities. The creature can't be blinded or deafened.

     Skill Proficiency: Performance. The creature loves to showoff, especially when its fireworks are involved. It becomes proficient with the Performance skill.

Explosive Nature (1/Rest). When the creature takes a critical hit that would deal fire, lightning, piercing or slashing damage, or takes enough damage to go at half maximum hit points or fewer, its body releases fireworks all around. Every other creature within a number of feet equal to half of the range of its breath weapon is exposed to it, but the breath weapon deals half damage. This can be triggered by fire damage even if the dragon is immune to it.

Additionally, when the creature dies, it instantly recharges and uses its breath weapon (without halving the damage as above). This works even if the dragon already used the Explosive Nature ability.

Pyrotechnical Inwards. When the creature takes fire, lightning, piercing or slashing damage, every other creature within 5 feet of it takes 3 (1d6) fire damage and 3 (1d6) thunder damage.

Additionally, when the creature receives fire or lightning damage equal to double its Hit Dice or more, it is confused (as per the confusion spell with no saving throw) until the end of its next turn.

Pyrotechnical Inwards can be triggered by fire damage even if the dragon is immune to it.

New Action: Fireworks Breath. Half of the damage dealt by any breath weapon possessed by the creature becomes thunder damage. A target that fails the saving throw against this breath weapon becomes deafened until it receives lesser restoration or similar magic. On a failure by 5 or more, the target is also blinded until the end of its next turn.



Adult Red Firework Dragon

Huge Dragon, Typically Chaotic Evil


  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

  • Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  • Skills Perception +13, Performance +11, Stealth +6
  • Damage Resistances thunder
  • Damage Immunities fire (see pyrotechnique inwards)
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 18 (18,000 XP)                              Proficiency Bonus +7

Explosive Nature (1/Rest). When the dragon takes a critical hit that would deal fire, lightning, piercing or slashing damage, or takes enough damage to go at 128 hit points or fewer, its body releases fireworks all around. Every creature (other then the dragon) within 30 feet is exposed to the dragon's breath weapon, but it deals half damage. This can be triggered by fire damage even if the dragon is immune to it.
    Additionally, when the dragon dies, it instantly recharges and uses its breath weapon (without halving the damage as above). This works even if the dragon already used the Explosive Nature ability.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Pyrotechnical Inwards. When the dragon takes fire, lightning, piercing or slashing damage, every creature within 5 feet of it takes 3 (1d6) fire damage and 3 (1d6) thunder damage.
    Additionally, when the dragon receives 38 fire or lightning damage or more, it is confused (as per the confusion spell, with no saving throw) until the end of its next turn.
    This ability is can be triggered by fire damage even if the dragon is immune to it.

Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom 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.

Fireworks Breath (Recharge 5-6). The dragon exhales fireworks in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failure, a target takes 31 (9d6) fire damage, 31 (9d6) thunder damage and becomes deafened until it receives lesser restoration or similar magic. On a failure by 5 or more, the creature is also blinded until the end of its next turn. On a success, a target takes half as much damage and is not deafened nor blinded.

Spellcasting. The dragon casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 19).

At will: dancing lights (as fireworks)
1/day each: color spray, fairie fire, fog cloud

Legendary Actions

The dragon 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. The dragon regains spent legendary actions at the start of its turn.

Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.

Detect. The dragon makes a Wisdom (Perception) check.

Sulfuric Smoke (Costs 2 Actions). The dragon emits smoke in a 15-foot radius around itself. The area becomes heavily obscured. Every other creature currently in the area or that enters the area for the first time in a turn, makes a DC 21 Constitution saving throw. On a failure, the creature takes 10 (3d6) poison damage and becomes poisoned until the end of its next turn. The smoke disappears at end of the dragon's next turn or can be dissipated by a strong wind.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

     New Action: Spellcasting. The creature can cast the following spells, using Charisma as the spellcasting ability: At will: dancing lights (as fireworks). 1/day each: color spray, fairie fire, fog cloud. The DM can substitute one or more of these spells with others that are thematically appropriate to the creature (for dragons, you can follow the guidelines in the Monster Manual to do so, see "Variants: Dragons as Innate Spellcasters" in the Dragons section).

If the creature has legendary action, it can cast one of these spells at the cost of 2 legendary actions.

New Legendary Action (if Available): Sulfuric Smoke (Costs 2 Actions). The creature emits smoke around itself in a radius as large as its space. The area becomes heavily obscured. Every other creature currently in the area or that enters the area for the first time in a turn, makes a Constitution saving throw against the same DC of its breath weapon. On a failure, the target takes poison damage equals to 1d6 per half of the firework dragon's proficiency bonus and becomes poisoned until the end of its next turn. The smoke disappears at end of the firework dragon's next turn or can be dissipated by a strong wind.