Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 21 (3d12 + 10) piercing damage.
Coil. Melee Weapon Attack: +17 to hit, reach 50 ft., one target. Hit: 17 (3d6 + 10) bludgeoning damage per turn until the dragon takes 50 damage overturn.
Tail. Melee Weapon Attack: +17 to hit, reach 50 ft., one target. Hit: 19 (4d12+ 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The dragon exhales razor sharp rocks in a 120-foot line. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (36d6) piercing damage on a failed save, or half as much damage on a successful one.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Description
moss grows on its scales as the dragon grows and pulses with earth energy giving it and taking it from the earth its eyes grow kind with animals and fierce with humanoids. the line of rock hard horns covering its head show its contempt of civilization the bigger it is the more it trust druids
Lair and Lair Actions
A Wyrm’s Lair
Wyrms lair in high mountains chains and sanctified cairns and druid circles making the mountains forests and fauna grow lush and thick vast and strong however to dissuade would be intruders a circle of 5 miles gets eaten into a desert around the mountain chains and predetors grow bold and rampant on humanoid flesh unless the so called intruder is actually a druid in winch case he needs to speak friends or die swiftly.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- 5 Cairns grow out of the ground and explode in vicious shrapnel dealing 4d6 damage to all enemy in a 10 ft radius before going back to the heart
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Thorns grow out of the ground for three turns dealing damage to player who move 1d4 per feet moved to be exact.
Regional Effects
The region containing a wyrm's lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- animals grow aggressive and rabid towards humanoids but calm towards eachother.
- plant grows thick turning the terrain difficult
If the dragon dies, these effects fade over the course of 1d10 years.
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