Sturdy. The dragon has advantage on Strength saving throws made against effects what would knock it prone.
Tunneler. The dragon can burrow through solid rock with half its burrow speed, and leaves a 3 foot radius tunnel in its wake.
Charge. If the dragon moves at least 15 feet towards a target, and hits them with a ram attack on the same turn, the target must succeed on a DC 16 Strength saving throw. On a failed save, the target takes an extra 1d8 damage and is knocked prone.
Steady March. The dragon's movement speed is not affected by difficult terrain.
Desert Adept. The dragon suffers no penalties from environmental effects in deserts.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its ram and two with its claws.
Ram. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (1d10 + 8) [bludgeoning] damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) [slashing] damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 38 (3d10 + 8) [bludgeoning] damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. On a roll of 5 or lower, the target is also stunned until the end of their next turn.
Frightful Presence. Each creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 18 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.
Rollout (Recharge 3–6). The dragon curls up into a ball and rolls 30 feet forward in a straight line. Each creature within 5 feet of that line must make a DC 18 Dexterity saving throw, taking 50 (12d8) bludgeoning damage and getting knocked prone on a failed save. On a successful save, a creature takes half damage and isn't knocked prone. This action uses up the dragon's movement, meaning once it finishes this action, its turn immediately ends. If the dragon is rolling down a hill, the distance it travels is doubled (60 feet), and if it is rolling down a mountain, the distance is tripled (90 feet).
Shattering Stomp (2/Day). The dragon briefly rears up onto its hind legs, before slamming the ground, causing a tremor in a 40 foot radius around itself. Each creature standing within the area must succeed on a DC 18 Strength saving throw, or take (6d8) bludgeoning damage and be knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The area then becomes difficult terrain. Creatures that are less than 60 feet underground must make a DC 18 Constitution saving throw, or take double damage and become stunned for 1 minute.
Sand Cloud. The dragon exhales sand or dust (depending on the terrain) from it's mouth, either in a 25 foot radius sphere centered on itself, or a 50 foot cone. For creatures inside the cloud, the area is heavily obscured, and for creatures outside the cloud, ranged attacks targeted at anything inside the cloud have disadvantage.
Description
Although flightless, Earth dragons still get by very effectively, with their massive horns and front claws acting as shovels to dig through any terrain with ease. Their shades of brown vary depending on where they live, and their rocky armor, aside from protection, does a good job at camouflaging them in their home environment. Normally peaceful by nature, but they will chase or scare off intruders if pestered. Similar to ankylosaurus, they have a tail club which can deal devastating damage to anything it hits. If a fight seems unwinnable, they spit sand at their attackers or around themselves to conceal their escape.
Lair and Lair Actions
Earth dragons make home in underground burrows, or caves deep within the mountains, which can stretch and connect for miles from the center of their territory. The wide entrances are easy to notice, as they are often surrounded by large mounds of soil and rocks. Inside, enormous chambers serve as sleeping spots for these gentle giants.
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 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.
- Large rocks instantaneously emerge from the ground in three spots the dragon can see within 120 feet of it. Any creature within 5 feet of one of those points must make a DC 15 Dexterity saving throw, or take 4d6 bludgeoning damage and be knocked prone. On a successful save, a creature takes half damage and isn't knocked prone. If the rocks emerge 10 feet or less from each other, the 60 foot area they occupy become difficult terrain.
Comments