False Appearance. While the adult grey dragon remains motionless, it is indistinguishable from a normal boulder.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Bloodied Breath. The dragon’s breath weapon recharges, and the dragon uses it immediately.
Aura of Terror. While within 5 feet of the adult grey dragon, enemies have a -2 to attacks against it. A creature is immune to this effect if it is immune to fear.
Bleeding Strike. The dragon's attacks cause enemies to bleed. The rules for bleeding are described below
The target must make a DC 18 Constitution saving throw. On a failure, the target is bleeding. At the start of its turns, the creature takes 1d8 necrotic damage that can't be reduced. At the end of each of its turns, the creature can make the saving throw, ending it on a success.
If a creature is hit by an attack that causes bleeding, but is already bleeding, instead they make no saving throw and take the extra damage immediately.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with either its prong-tail strike or bite, and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d6) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) slashing damage. Causes Bleed.
Prong-Tail Strike. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Causes bleed. Additionally, the creature is grappled by the tail. The tail can grapple one creature at a time, and can attack as normal without the saving throw against bleeding on a hit.
Spine Whip. Ranged Weapon Attack: +11 to hit, range 40/80 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Causes Bleed. Additionally, the creature is restrained until the spike is removed as an action with a DC 18 Athletics (Strength) or Acrobatics (Dexterity) check.
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 16 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.
Acid Breath (Recharge 5–6). The dragon exhales congealing acid in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 48 (14d6) acid damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is pushed 10 feet and restrained. At the end of each of its turns or as an action, a restrained creature can make a DC 15 Strength saving throw, ending the effect on a success.
Warding Tail. As a reaction to being missed by an attack within range of its tail, the adult grey dragon makes a Prong Tail Strike against the triggering creature.
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 prong-tail strike attack.
Ophidian Sweep (Costs 2 Actions). The dragon swings its tail around it in a tight spiral. Each creature within 10 ft. of the dragon must succeed on a DC 19 Strength saving throw or take 13 (2d6+6) bludgeoning damage and be pushed 10 feet. The dragon can then move up to its speed.
Lair and Lair Actions
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:
- Stone Edge: Jutting bones of earth and stone fire out of the ground from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius eruption. Each creature in the blast must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much on a success.
- Earthquake: 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.
- The adult grey dragon chooses a bleeding creature within 120 feet of it. The creature must succeed on a DC 15 Constitution saving throw. On a failure, the creature is restrained. At the end of its next turn, the creature makes the saving throw, ending it on a success. On a failure, the creature is paralyzed. At the end of the turn after, it must make the saving throw again, ending it on a success. On a failure, the creature is paralyzed for 1 minute. On a failure of 5 or more, the creature is petrified.
Regional Effects
The region containing a legendary grey dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the dragon's lair becomes a desolate wasteland, causing all moisture to drain from the surroundings. This wasteland grows, terminating after 30 miles. Additionally, after 1d4 hours, all water containers are magically emptied.
- Dust devils and tornadoes scour the land within 6 miles of the dragon's lair, typically forming while the dragon rests.
- Sheets of shale formed from stone and hardened breath weapon block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to bludgeoning damage, and immunity to acid, fire, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the water draining effect and windstorms cease. After 1d10 days, plant life is able to grow again.
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