Hyper Metabolism. When the dragon digests a fleshand-blood creature of Small size or larger, it regains 28 (8d6) hit points. A dead creature or a creature at 0 hit points that is swallowed by the dragon is immediately digested.
Juggernaut. If the dragon would be moved from its space, it may take a reaction to prevent that movement.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three attacks: one with its Bite or Munch, and two with its Claw. The dragon may replace one of these attacks with its Challenging Roar.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) piercing damage. If the target is a creature, it is grappled and restrained (escape DC 22).
Challenging Roar. The dragon roars a mighty challenge to its enemies. Each creature within 120 feet that can hear the roar must succeed on a DC 23 Wisdom saving throw or be compelled to meet the dragon’s challenge for 1 minute. A creature so challenged cannot willingly move away from the dragon and cannot affect creatures other than the dragon with its spells, attacks, or abilities. A creature may repeat its saving throw at the end of each of its turns, ending the effect on a success. A creature immune to the charmed condition is immune to this effect.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage.
Flensing Breath (Recharge 5–6). The dragon exhales a blast of air and sand that tears flesh from bone in a 40-foot line that is 5 feet wide. Each creature in that line must attempt a DC 23 Constitution saving throw or take 72 (16d8) slashing damage, or half as much on a success. A creature that fails the saving throw by 5 or more has its hit point maximum reduced by an equivalent amount. This effect lasts until it takes a short or long rest or receives magical healing from a spell of 6th level or higher.
Munch. Melee Weapon Attack: +15 to hit, reach 5 ft., one Large or smaller creature grappled by the dragon. Hit: The creature is swallowed by the dragon. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 21 (6d6) acid damage and 21 (6d6) bludgeoning damage at the start of each of the dragon’s turns. A creature with 0 hit points that takes this damage is digested.
If the dragon takes 30 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
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.
Claw. The dragon makes a Claw attack.
Dash. The dragon moves up to its speed. Flex. The dragon attempts a Strength (Athletics) check that it could attempt as an action.
Munch (Costs 2 Actions). The dragon makes a Munch attack
Description
If a young brown dragon is able to eat its weight in food each day for 2,000 days, it will grow to become an adult brown dragon. At this point the dragon’s appetite has reached legendary levels, and there are few creatures it has not tasted. Its culinary expertise is exceptional, and the dragon is able to divine a tremendous amount of information just by tasting something once. Its obsession with a certain type of food has narrowed to be even more specific. A brand of liquor, certain breed of animal, or specific subrace of humanoid are typically within the range
Lair and Lair Actions
A Brown Dragon’s Lair
Brown dragons enjoy lairing underground and filling their lairs with stores of food in various states of decay (not that it matters much to the dragon). In place of a hoard, a dragon gathers its favorite foodstuffs and drinks. A brown dragon will only gather treasure if it has some means to purchase a good meal on a consistent basis.
These lairs must be large to accommodate a brown dragon’s girth and are protected by huge boulders that are rolled in front of passageways. Essential to a lair’s composition is a source of fresh water, as brown dragons thirst as much as they hunger and prefer to move as little as possible after a big meal. Minions are rare, for few creatures can tolerate a brown dragon’s stench only to wind up a meal when the dragon gets peckish.
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 cause the same effect two rounds in a row.
• A shroud of thick, whirling sand surrounds the dragon in a 10-foot-radius sphere that moves when it moves. Until the next initiative count 20, ranged attacks against the dragon are made at disadvantage and the area is considered heavily obscured.
• A ferocious stench fills the lair. Each creature other than the dragon in the lair must succeed on a DC 15 Constitution saving throw or fall prone. A creature that is prone from this effect cannot stand up from prone until the end of its next turn.
• A buried carcass unearths within the lair. The dragon can take an action to consume the carcass and digests it immediately.
Regional Effects
The region containing a brown dragon’s lair is influenced by the dragon’s magic, which creates one or more of the following effects within 10 miles of the lair.
• Whenever a humanoid creature finishes a long rest within the area, it smells delicious for the next 24 hours. Creatures have advantage on Wisdom (Perception) ability checks to detect the creature by smell, and local predators prefer the meat of such creatures over their typical prey.
• Solid stone in the area transforms into sandstone, which can be moved through by burrowing creatures but is considered difficult terrain.
• Flesh-and-blood creatures in the area must consume twice as much food in order to avoid the effects of starvation.
If the dragon dies, these effects fade over the course of 1d10 days.
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