Mud Healing. If the dragon places Mud on his wounds, he can regain hit points equal to the number of damage the wound gave him. By ex: if the player deals 14 damage to the dragon and gives him a wound, if the dragon places mud on it, he regains those 14 hit points.
Multiattack. The dragon can do three attacks: one Bite and two Claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 19 (2d10 + 9) Piercing damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 8) Slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., 1-3 target(s). Hit: 18 (2d8 + 7) Bludgeoning damage.
Minor Fire Breath. The dragon exhales fire in a 25-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Rock Spit. Ranged Weapon Attack: +14 to hit, range 60/120 ft., 1 target. Hit: 54 (9d8 + 11) Bludgeoning damage. The Dragon can only use this attack if he used the Swallow action first.
Swallow. The dragon can use his turn to swallow a rock that is 5 ft from him. The rock needs to be Medium or smaller. This makes that he can do the Rock Spit action.
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.
Swallow. The dragon Swallows a rock.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Mud dragons are the biggest and the toughest of dragons. They have a dirty brown scaled skin with heavy armour. They are very ripped. Mud dragons are usually nice, and won't really attack creatures for no reason. But, they would not hesitate to attack if danger is imminent. They care a lot about their friends, and will willingly die for them. They will normally give up fighting if the enemy threatens to kill one of it's loved ones.
Lair and Lair Actions
Mud dragon lairs are often in caves on high hills or in muddy swamps. They will often go for Abandoned Dwarven mines and Strongholds. They always like to have three or four mud ponds in their lairs, especially in their resting place. Though they are nice and like the company of other creatures, they rather live alone. They like sleeping and resting, and don't want other people to bug him. They do appreciate the company of earth elementals and mud mephits.
Lair Actions
On initiative count 18 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the Mud dragon can’t use the same effect two rounds in a row:
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon an it's minions on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Mud erupts from a point on the ground the dragon can see within 120 feet of it and 20 ft high. Each creature in the area except the dragon and the dragon's minions must make a DC 15 Str saving throw, taking 12 (3d6) bludgeoning damage on a failed save and be knocked prone, or half as much damage on a successful one.
- Stalagmites sometimes randomly fall. If a creature is at a place where stalagmite is falling, it has to make a DC 17 Saving throw, taking 16 (5d6) Bludgeoning damage and 8 (2d6+2) Piercing damage on a failed save and be knocked prone, or half as much on a successful one.
Regional Effects
The region containing a legendary Mud dragon’s lair is warped into the dragon's magic, which creates one or more of the following effects:
- Random earthquakes happen around the dragon's lair.
- If the dragon's lair is on a mountain, Rock Falls happen a lot. The Characters need to make a DC 15 Dex Saving Throw, taking 20 (10d4+4) Bludgeoning damage on a failed save or half on a successful one.
- Earth Elementals and mud Nephites lurk close or in the dragon's lair, eger to protect him.
If the Mud dragon dies, these effects fade over the course of 2d4 days.
-
View User Profile
-
Send Message
Posted Nov 20, 2020Sorry if between the Minor fire breath action and the rock spit action there is an extra space between tem. It was an error.