Ghost Dragon
As dusk falls over the endless grass fields of the Jabari Plains a haunting sight traces across the sky, a flailing and growling form of a great gold dragon soar across the sky twisting and writhing in an unknown pain. It roars with a haunting hollowed voice like a creature screaming from an unknown void, it makes slow circles around a smoldering crater spewing ghostly flames from its mouth and yelling in draconic.
The crater in question is the smoldering ruin of the dragon's tomb, a massive burial chamber filled with treasure and built with catacomb walls and sealed with a massive heavy iron door at the far end. And at the other end is the chained and mummified body of the dragon, written across its bandage wrappings are draconic runes that glow with a sickly green arcane energy. The floor of the chamber is covered in deep claw marks and mangled and charred bodies, the walls are lined with dozens of grave nooks that house within them the skeletal remains of the dragons' former worshippers and disciples.
If the party fights the dragon inside its tomb, then it uses a roar as a lair action to summon 1d6-1 skeletons from the walls of the chamber. Additionally, the dragon gains the ability to cast spells as it begins to become enthralled by the arcane ruins placed upon is burial wrappings. The only way to enter the chamber is to jump or repel down from the opened ceiling of the tomb some 85 ft. above the chamber floor. If the party jumps, then the only back out is through the burial catacombs through the sealed iron door or through creative means of scaling the roof of the chamber.
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