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Ignis, The Scourge of Cinderpeak – D&D Miniature

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0.16mm layer, 2 walls, 15% infill
0.16mm layer, 2 walls, 15% infill
Designer
2.4 h
1 plate
5.0(4)

base 80mm at 0.08mm layer, 2 walls, 15% infill
base 80mm at 0.08mm layer, 2 walls, 15% infill
Designer
7.3 h
1 plate

Open in Bambu Studio
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Description

Ignis, The Scourge of Cinderpeak

Forged in the volcanic depths beneath Cinderpeak, Ignis is more than a dragon — he is a cataclysm incarnate. His wings stretch wide like burning banners, his scales shimmer with infernal heat, and his roar shakes the mountain roots.

This miniature captures:

  • A dynamic pose with wings fully extended in mid-threat

  • Textured scales and horns sculpted for high-resolution printing

  • A rocky base with gold accents, evoking his hoarded dominion

  • Veined wings with gradient tones from ember-red to scorched orange

  • A spiked tail and open maw, ready to unleash fire upon intruders

Ideal for:

  • Final boss in volcanic dungeons

  • Ancient red dragon encounters (CR 17+)

  • Custom villain for fire cults or elemental campaigns

  • Display centerpiece for fantasy collectors

The full monster statblock is included in the description, ready for immediate use in your campaign.

Lore and Setting

In the lore of the Western Reaches, few names evoke as much terror as Ignis. Not merely a beast, but a force of nature, Ignis is an ancient red dragon, a creature of boundless greed and volcanic fury. He makes his lair deep within the caldera of Mount Cinderpeak, an active volcano whose regular eruptions are often mistaken for his own wrathful exhales.

Ignis ascended to his current age through a reign of terror spanning centuries. His early days were marked by the desolation of fledgling human settlements, where he honed his cruel wit and innate magical prowess. As he grew, so did his ambition. He became known for demanding tribute from entire kingdoms – not merely gold, but rare artifacts, potent magical items, and even the occasional sacrifice of a foolish hero who dared to challenge his supremacy.

His hoard is legendary, said to contain mountains of coins, glittering jewels, and masterworks stolen from every age. But more precious to Ignis than mere wealth are the stories of his own cruelty and power. He enjoys tormenting his victims, playing with them like a cat with a mouse before incinerating them with a blast of his molten breath. He is cunning, arrogant, and utterly convinced of his own superiority, viewing all other creatures as mere ants beneath his fiery gaze.

Adventurers foolish enough to seek his treasure or brave enough to challenge his tyranny must contend not only with his immense power but with his intricate lair. The tunnels of Mount Cinderpeak are riddled with traps, lava flows, and enslaved fire elementals, all designed to protect his hoard and amuse his tyrannical mind. He rarely leaves his lair, preferring to send his cultists or fire giants to collect tribute, but when he does, the sky darkens with ash and the land trembles with his every step.

Ignis is the epitome of the classic red dragon: a tyrannical overlord, a cunning strategist, and a burning force of destruction that demands awe and fear from all who dwell beneath his smoking peak.


Monster Stat Block: Ignis, 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

27 (+8)

10 (+0)

29 (+9)

18 (+4)

15 (+2)

23 (+6)

Saving Throws Dex +8, Con +17, Wis +10, Cha +14

Skills Perception +18, Stealth +8

Damage Immunities Fire

Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28

Languages Common, Draconic

Challenge 24 (62,000 XP)


Legendary Resistance (3/Day). If Ignis fails a saving throw, he can choose to succeed instead.

Lair Actions. On initiative count 20 (losing initiative ties), Ignis can take one lair action. He can't do so while incapacitated or otherwise unable to take actions. If he chooses not to use a lair action, he can't do so until the next initiative count 20.

  • Volcanic Tremor: Cracks form in the floor, and molten lava erupts in a 20-foot radius within the lair. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The area remains dangerous, dealing 10 (3d6) fire damage to any creature starting its turn there.

  • Toxic Fumes: Clouds of choking ash and volcanic gas fill a 30-foot radius area within the lair. Each creature that starts its turn in the area must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage and being poisoned until the start of its next turn on a failed save.

  • Stalactite Fall: Loose rock and glowing stalactites fall from the ceiling in a 30-foot square area anywhere in the lair. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone.

Mythic Actions (When appropriate, after a significant event or when Ignis is below half HP). Ignis can expend one use of Mythic Actions (1/adventure) at the end of another creature's turn.

  • Inferno's Roar (Mythic Action). Ignis unleashes a terrifying roar, causing a wave of intense heat. Each creature within 60 feet of Ignis that can hear him must make a DC 22 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Ignis by the safest available route on each of its turns, unless there is nowhere to move. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Actions

Multiattack. Ignis can make one bite attack, two claw attacks, and one tail attack.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Fire Breath (Recharge 5–6). Ignis exhales fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.


Legendary Actions

Ignis 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. Ignis regains spent legendary actions at the start of his turn.

  • Detect. Ignis makes a Wisdom (Perception) check.

  • Wing Attack (Costs 2 Actions). Ignis beats his wings. Each creature within 15 feet of Ignis must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Ignis can then fly up to half his flying speed.

  • Tail Attack. Ignis makes one tail attack.

  • Frightful Presence. Each creature of Ignis's choice that is within 120 feet of Ignis and aware of him must succeed on a DC 22 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 Ignis's Frightful Presence for the next 24 hours.

  • Searing Retribution (Costs 3 Actions). As fire lashes from his scales, Ignis deals 10 (3d6) fire damage to any creature that has damaged him since his last turn and is within 30 feet of him.

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