Ignivar the Ashbound Tyrant
Ancient Red Dragon (CR 24) — Vengeful, Tyrannical, Slumbering Weapon of the Cult
Lore Summary:
Ignivar is the ancient and terrible brother of Cyralyth the Flame-Torrent, the red dragon whose corpse fell from the sky centuries ago—her death-shockwave creating the Whitespray Strait , sinking entire harbors, and wiping out the coastal cities of Theymarsh and Suldolphor.
To Ignivar, Lygos stands as a living insult, a prosperous little marble jewel sitting atop what he considers his sister’s unavenged grave. Though ancient and lethargic in his age, Ignivar nurses that hatred like a furnace ember. His slumber is deep, but not eternal.
The Cult of the Dragon seeks to awaken him, invoke his grief and rage, and bring him south to crown him as the tyrant-lord of Lygos.
Should he rise… the city will burn.
Ignivar, Ancient Red Dragon
Gargantuan Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., climb 40 ft., fly 80 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 10 (+0) | 29 (+9) | 22 (+6) | 17 (+3) | 28 (+9) |
Saving Throws Dex +7, Con +16, Wis +10, Cha +16
Skills Perception +17, Stealth +7, Intimidation +16, History +12
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision x2 120 ft., Passive Perception 27
Languages Common, Draconic, Infernal, Primordial
Challenge 24 (62,000 XP)
Legendary Resistance (3/Day).
If Ignivar fails a saving throw, he can choose to succeed instead.
Apex Predator Awareness.
Ignivar cannot be surprised and always acts on initiative count 20 (losing ties) during the first round of combat.
Molten Blood.
When Ignivar takes piercing or slashing damage, gouts of superheated blood erupt. The attacker must make a DC 24 Dexterity saving throw or take 21 (6d6) fire damage.
Sister’s Vengeance.
If Ignivar is within 10 miles of the Whitespray Strait or Lygos, he deals an additional 10 (3d6) fire damage with all attacks and breath weapons.
Terrifying Presence.
When Ignivar is awake, creatures within 5 miles feel an oppressive dread—distant rumbling, phantom heat, nightmares. Divination spells automatically reveal him as a catastrophic future threat.
Actions
Multiattack.
Ignivar can use Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage + 14 (4d6) fire damage.
Claw.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
Tail.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence.
Each creature of Ignivar’s choice within 120 ft. and aware of him must succeed on a DC 24 Wisdom save or become frightened for 1 minute.
Fire Breath (Recharge 5–6).
Ignivar exhales fire in a 90-foot cone.
Each creature in the area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much on a success.
Legendary Actions (3/Turn)
Ignivar can take 3 legendary actions, choosing from the options below:
Detect.
Ignivar makes a Wisdom (Perception) check.
Tail Attack.
Ignivar makes a tail attack.
Wing Attack (Costs 2 Actions).
Ignivar beats his wings. Each creature within 15 feet must succeed on a DC 25 Dexterity save or take 17 (2d6 + 10) bludgeoning damage and be knocked prone.
Ignivar can then fly up to half his flying speed.
Lair Actions
When fighting in his volcanic lair, Ignivar can use lair actions on initiative count 20 (losing ties):
• Columns of Flame
Fiery jets erupt from cracks. Three creatures Ignivar can see must succeed on a DC 21 Dex save or take 21 (6d6) fire damage.
• Choking Fumes
A 20-ft-radius cloud of volcanic gas fills an area Ignivar chooses. Creatures inside must make a DC 21 Con save or be Poisoned until the next round.
• Lava Surge
The ground trembles as lava bubbles forth. A 10-ft section becomes difficult terrain and deals 11 (2d10) fire damage to anyone who enters.
Regional Effects
The land around Ignivar’s hidden mountain lair is warped by his presence:
-
Water evaporates rapidly.
-
Wildlife flees miles in every direction.
-
The air smells of burning metal.
-
Red lightning storms are common.
-
Divination magic about the region often “burns away” with streaks of red static.
If he awakens, these effects spread toward Lygos.
Plot Hooks
The Cult’s Plan
The Cult of the Dragon intends to:
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Awaken Ignivar through a massive blood ritual.
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Bind him temporarily with a ritual using chromatic dragon remnants (including Ashava, your dragonborn leader).
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Offer him Lygos as recompense for his sister’s death.
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Ride behind him as conquerors.
What Happens If He Rises
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Lygos may be evacuated or fortified.
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The Whitespray Strait may boil.
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The royal palace, the Arcane Guild, and the Navy will mobilize.
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Ignivar may demand that Cyralyth’s remains be raised—or avenged.
A successful campaign may hinge on preventing his awakening, or else the PCs will face a city siege by an overwhelming force.