Lava Tunneler. Slagmaw ignores difficult terrain in molten or rocky environments and can burrow through solid rock, leaving behind scorched tunnels. Eruption Burst (Recharge 5–6). When Slagmaw bursts from the ground, all creatures within 10 ft. must succeed on a DC 16 Dexterity saving throw or take 4d10 fire damage and be knocked prone.
Multiattack. Slagmaw makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2d10+5 bludgeoning damage plus 1d8 fire damage. Lava Spit (Recharge 6). Slagmaw spits a glob of lava at a point within 60 feet. All creatures in a 10-foot radius must make a DC 15 Dexterity saving throw, taking 6d8 fire damage on a failed save or half as much on a success. Tunnel Crush (1/Day). Slagmaw slams into the ceiling, causing debris and molten rock to fall in a 20 ft. radius. Each creature must succeed on a DC 16 Dexterity save or take 4d10 bludgeoning damage and become restrained until freed (DC 14 STR check).
Burrow Shift. Slagmaw burrows up to 20 feet without provoking opportunity attacks. Heat Pulse. All creatures within 10 ft. take 2d6 fire damage. Molten Quake (Costs 2 Actions). Slagmaw causes the ground in a 15-foot radius to quake violently. Each creature must succeed on a DC 14 Strength saving throw or be knocked prone.
On initiative count 20 (losing ties), Slagmaw can take a lair action: Boiling Ground. A 10-ft. radius area becomes superheated. Creatures that start their turn there take 2d10 fire damage.
Underground, Volcanic, Elemental Plane of Fire