Dragon Lairs

Dragon Lairs

A host of danger, treasure, and death.


Adult Barrage Dragon's Orrery

Hazard 10


arcanecomplexdragonenvironmentallair

Complexity Complex
Stealth DC 22 (trained) to notice the focusing crystals and shifting earth that move to face potential intruders.
Description A cave opens to a herd of floating crystals orbiting around the central horde like planets to their star, hollowed out tafoni weathering face all directions.


Disable DC 27 Athletics or Crafting to break apart key components to the lair or a DC 25 Arcane or DC 29 Nature, Occultism, or Religion to disrupt the magic floating the crystals, shattering as they landm or a DC 22 (Expert) Astronomy Lore to make sense and unravel the simple physics that underline the lair's magic.
Start Reaction r Trigger The Adult Barrage Dragon rolls initiative; Effect The Lair uses Mass and Acceleration, then rolls initiative.


Routine (2 Actions) The lair gains two actions at the start of it's turn. Each time the lair is disabled, it loses an action. It can use it's actions on the following abilities:

  • Stay In Motion or Stay at Rest a Target the Adult Barrage Dragon; Effect Amplifying the first law of motion, the dragon either strides or flies if it took a move action last turn, otherwise it takes cover and gains a +2 circumstance bonus to saves against against forced movement effects. until it moves or the start of the Lair's next turn.
  • Mass and Acceleration aa (arcane) The lair demonstrates the second law of motion, by slowly dropping a massive chunk of the cave, then shattering it to hundreds of swift moving shards. The rock falls in a 10 foot burst centered random creature other than the Barrage Dragon, dealing 3d10 bludgeoning damage (DC 27 basic fortitude save), falling prone on a failure. Then the rock shatters, hitting each creature in a 30 foot burst centered on the same space dealing 3d10 piercing damage (DC 27 basic reflex save).
  • Equal and Opposite Force a (arcane, force) Target a creature damaged by Force Ball, Force Pulse, Scattershot, or Shrapnel Slash during the Dragon's last turn; Effect Applying the Third Law of Motion, crystals catch and redirect the force exerted by the dragon, dealing half the damage dealt to the target from the most recent ability from the dragon that damaged it (DC 25 basic Reflex Save).

Reset If a lair loses both actions, the lair resets after 1 week if the dragon that owns it is within 1 mile of the lair. If the dragon is dead or away from the lair for longer than a year the lair is destroyed.

Ancient Mocking Dragon's Circus

Hazard 15


complexdragonenvironmentallairoccult

Complexity Complex
Stealth DC 29 (trained) to hear the rapid subliminal chanting hidden under the jeering crowd and to spot the hypnotic patterns in the faux tent fabric.
Description This massive bigtop tent complete with tightrope, rows of creaky wooden stands with a blurry crowd on the edge of it's seat in constant applaust, all framing the clown-like dragon with claws standing on the flattened dirt.


Disable DC 34 Performance or Acrobatics for the lair to see you as performers rather than intruders, a DC 32 Occultism or DC 36 Arcana, Nature, or Religion to counterchant and dispel the illusions, or a DC 29 (expert) Circus Lore to steal the spotlight.
Echoes from the Crowd f Trigger A creature is affected by the dragon's Humiliating Mark; Effect The crowd laughs at the mark, reopening emotional insecurities. The creature removes any immunity to the Dragon's attempts to Demoralize them from it's own ability.
Step right up! r Trigger The Ancient Mocking Dragon rolls initiative; Effect The Lair uses Shine the Spotlight on the Ancient Mocking Dragon, then rolls initiative.


Routine (2 Actions) The lair gains two actions at the start of it's turn. Each time the lair is disabled, it loses an action. It can use it's actions on the following abilities:

  • Tough Crowd (Emotion, Mental, Occult) a Letting out a deluge of harsh words, the phantom crowd goes for the egos of the would-be performers. Each frightened creature suffers 7d4+14 mental damage (Basic Will DC 29).
  • Shine the Spotlight (Occult, Light, Visual) aa Target a creature chosen at random; Effect spotlights all focus on a single performer, a 20 foot emanation of bright light falls on their space, each creature in the area must make a Fortitude save (DC 32). On a failure the creature is dazzled until they spend an concentrate action to adjust their eyes, on a critical failure they become blinded until they spend two actions to concentrate. Every space outside the spotlight becomes dark until the start of the Lair's next turn.
  • Pie in the Face a (Occult) Target a creature chosen at random; Effect The creature makes a reflex save (DC 34) or become stupified 1 for 1 turn. If the pie targets the dragon, instead the dragon gobbles the pie up and reduces the recharge duration of it's Hilarious Exhalation by one round.

Reset If a lair loses both actions, the lair resets after 1 week if the dragon that owns it is within 1 mile of the lair. If the dragon is dead or away from the lair for longer than a year the lair is destroyed.

Cinder Archdragon's Lair

Hazard 20


complexdragonenvironmentallair

Complexity Complex
Stealth DC 35 to spot the carefully sculpted tunnels of magma, swirling incensed smoke that burn the very soul, and chiseled gold lattice that spread heat all around you.
Description A monument to pride built at a volcano's heart, magma ebbs and flows like the tides wile smoke lazily pools around your feet. Gold glistens and the Archdragon lays on it like a glutton.


Disable DC 40 Athletics or Crafting to break the gold lattice and funnels, a DC 38 Nature or DC 42 Arcana, Occultism, or religion to quell the fire.
Burn Forever (aura, fire, misfortune) Flames burn underwater in this lair and cannot be doused by non-magical water. When a creature within this lair attempts a flat check to end persistent fire damage, it must roll twice and take the worse result.
I am Fire! I am Death! r Trigger The Cinder Archdragon rolls initiative; Effect The Lair uses Eruption, then rolls initiative.


Routine (2 Actions) The lair gains two actions at the start of it's turn to use between the following abilities:

  • Apocalypse Smog a (air, fire,primal) A 20 foot burst fills with smog, all creatures within the smog become concealed to both sight and scent, and all creatures outside the cloud are concealed to creatures within it. Each creature that enters the area or starts it's turn in the area loses any immunity or resistance to fire damage until it leaves the area.
  • Eruption aa (earth, fire, primal) Magma bursts from the ground below, filling the room. Until the start of the next turn, the ground of the lair becomes difficult, hazardous terrain that deals 15 fire damage.
  • Combust the Sky a (fire, primal) Target a single creature, chosen at random; Effect the very air itself succumbs to the raw might of fire, combusting. The lair casts a 7th rank Fireball (DC 40), centered on the target.
  • Summon Flame aa (summon, primal) the lair summons a Living Magma minion with 1 hp. It must spend 1 action on each turn the minion is alive to command it.

Reset If a lair loses both actions, the lair resets after 1 week if the dragon that owns it is within 1 mile of the lair. If the dragon is dead or away from the lair for longer than a year the lair is destroyed.

Creating a custom Dragon Lair

Dragon's Lair

Hazard Varies


complexenviornmentdragonenviornmentallair

Level A Dragon's Lair level is 2 less than it's dragon owner, all DCs mentioned here are intended to be level based DCs based on the Lair's level.
Traits A Dragon's lair gains traits that match the tradition of it's dragon owner. It might gain others based on other factors, such as the Water trait for a Coral Dragon's reef lair or the Unholy trait for the Diabolic Dragon's firm.
Complexity Complex
Stealth Very Easy DC.


Disable Normal DC non-magic skills related to disabling the lair, an Easy DC skill tied to the Dragons tradition or a Hard DC skill outside the tradition, or a very easy DC using an appropriate Lore skill.
Lair Passive An Ancient or older dragon's lair gains a passive ability to support the dragon.
Start Reaction r Trigger The Dragon Owner rolls initiative; Effect The Lair uses a ability two from it's routine, then rolls initiative.


Routine (2 Actions) The lair gains two actions at the start of it's turn to use between three abilities, four for an archdragon.


Reset If a lair loses both actions, the lair resets after 1 week if the dragon that owns it is within 1 mile of the lair. If the dragon is dead or away from the lair for longer than a year the lair is destroyed.

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