Gargantuan Dragon, Neutral Evil
Armor Class 23 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 45 ft., Climb 35 ft., Fly 85 ft., Swim 55 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
18 (+4)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +9, CON +14, WIS +9, CHA +11
Skills Perception +16, Stealth +7
Damage Resistances Force
Damage Immunities Fire, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Amphibious. The dragon can breathe air and water.

Actions

Multi-attack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 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.

Explosive Breath (Recharge 5–6). The dragon exhales a liquid sodium in a dull silver color in a 3 foot wide stream 55 feet out from it in a straight line.  This liquid oxidizes rapidly  when exposed to air; the oily saliva pf the dragon prevents premature ignition in the mouth of the dragon. The victim hit with the stream is drenched head to toe, as the saliva runs off a victim will be engulfed in napalm-like flame. The creature must make a Dex saving throw DC 24 and will only take half damage on success and on fail will take 12d12+10 fire damage after 1 to 4 rounds after being hit roll 1d4 to see how many rounds till it activates it then does 4d12 fire damage every to rounds after at the start of your turn half if you made your saving throw. If you try to wash it off with water it all explodes at once causing a blast of 15 feet around the victim doing 12d12 force damage to all in range. Dex save for the blast is 19 half damage on success full damage, or on fail and knocked prone 10 ft back from the center of the explosion.

Legendary Actions

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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

Description

     Mating a Red Dragon with a Yellow Dragon produces an Orange Dragon. Orange Dragons are also very rare to find alive since it is extremely rare for cross Chromatic breeding. A Favorite attack mode of an orange dragon is to expel its breath attack into a river or lake directly adjacent to a camped party or if they are traveling on a boat down or across said places. On average they spew the sodium into the water equal to 40 points of damage leaving boats overturned or destroyed and then the adventurers floundering in the water after taking damage.
    

     Orange dragons are able to speak and and employ spells gains a first level spell at the first three age brackets, two second level spells at the second and third age brackets, and one third level at each of the last three ages. So an ancient orange dragon would know three 1st-level, two 2nd-level, and three 3rd-level spells, selected at random.

An orange dragon is an amphibious ambush predator that lurks within deep rivers and lakes in tropical regions. The presence of one of these dragons is enough to bring all river travel to a halt. Crafty and territorial, these dragons attack creatures for the sport of it. The dragon's hide is bright orange has a texture similar to the skin of an alligator. Its snout is elongated and flat, and filled with long, thin fangs. A spiked frill runs from the crown of its head back along its spine to the tip of its tail. Its feet are webbed have hooked claws. It walks low to the ground, further strengthening the resemblance to a monstrous alligator.

     Amphibious Hunters. Just like the crocodiles they resemble, orange dragons spend much of their time in and under water. Their preference is to to attack from ambush, suddenly rising from the water to douse their prey with their terrible breath weapon. Orange dragons tip over boats merely out of spite, and will do so on it’s way past even if it is too busy to stop and play with the boat's occupants further.

     Sadistic Tastes. Orange dragons will attack for food and treasure, but they need no such excuse: they'll happily attack creatures simply for the sport, because they enjoy inflicting pain. An orange dragon's favorite tactic is to bathe its opponents in its breath weapon before retreating to a safe spot in which to watch the effects of the breath weapon on its victim. Even if it is busy with some other tasks, an orange might pause to unleash its breath weapon on a band of travelers merely to bask in their screams of pain. Such casual cruelty is an orange dragon's favorite pastime.

     Territorial Tyrants. Orange dragons make their lairs in or near jungle rivers and lakes, and vigorously defend their territory from all interlopers. Monsters and humanoids within a territory when an orange dragon moves in had best defeat it or flee, or they will swiftly be brought under the dragon's tyrannical control.

Lair and Lair Actions

A Orange Dragon’s Lair

Orange dragons lair in high mountains or hills, near lakes and rivers with a steady flow of travelers and errant adventurers. Caves with volcanic or geothermal activity are enjoyed by the orange dragon as well but only if they have a large body of water near or a river that runs out of the cavern, the only issue is they tend to fight often with their cousins the red dragons for these types of location.

With its hoard well protected deep within the lair, a orange dragon spends as much of its time outside the lair as in it. Waiting in the for dusk and the wee hours of the morning to catch the weary traveler or early riser of an adventurer, or the daring swim or boat passes by.

Throughout the lair complex, kobolds erect monuments to the dragon’s might, telling the dark tales of its kills, the other dragons it has fought off, and the towns it has vanquished.

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:

  • a sodium spike drops down in to the near by water 40 feet in length, creating a 80-foot-diameter, 30-foot-tall explosion. Each creature in the geyser’s area must make a DC 19 Dexterity saving throw, taking 21 (6d8) force damage on a failed save, or half as much damage on a successful one.
  • 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.
  • Sodium particles form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. Also any water that is used in this cloud will cause it to ignite Dealing (3d6) fire damage and (2d8) force damage

Regional Effects

The region containing a legendary Orange dragon’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.
  • Water sources within 1 mile of the lair are supernaturally warm and uncommonly deep as if gouged to be made deeper.
  • large amounts of sodium and other minerals are very common near the lair and seem to grow out of the ground.

If the dragon dies, these effects fade over the course of 1d10 days but the minerals remain.

This monster is based of the 1982 release of the Orange, Yellow, and Purple Dragons to complete the Chromatic group it is updated to 5e

Habitat: HillMountain

GrimmiK

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