Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. 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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) 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 19 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.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Poison Breath. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Maddening Breath. The dragon exhales gas in a 90-foot cone. Each creature must succeed on a DC 23 Wisdom saving throw or be affected by short-term madness for (see "Madness" in chapter 8 of the Dungeon Master's Guide). Each creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It revertes to its true form if it dies. Any equipment it is wearing is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, hit dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The most passive and apathetic of true dragons, lead dragons leave mortals to their own business and will only work with them for a hefty price. A lead dragon is recognized by the crown of long spikes protruding from the broad but small frill expanding from the eye and the chin. Its broad wings extend to the base of the tail. The lead dragon has dull silver scales all throughout its life.
Lair and Lair Actions
The privacy-loving lead dragons sometimes compete for territory with black dragons in marshy woods. However, a forest controlled by a lead dragon is easy to spot. A perpetual fog hangs in the air in a legendary lead dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a lead dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams.
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:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water.
- Magical fog expands 20-feet around a point the dragon can see within 120 feet of it. Each creature except the dragon in the fog must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary lead dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Water within 6 miles is poisonous and creatures that start their turn in the water or drink from the water must succeed on a DC 15 Constitution saving throw or be poisoned for 1d4 hours.
- Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
- Rodents and birds within 1 mile of the dragon’s lair are oddly aggressive attacking any players they see. Deer and other large game are strangely absent, hinting at the presence of a large predator.
If the dragon dies, the rodents and birds return to normal and the water becomes safe within 1d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/13/2020 1:07:06 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
9/13/2020 1:26:19 AM
|
3
|
1
|
--
|
Coming Soon
|
|
|
9/13/2020 1:46:49 AM
|
4
|
1
|
--
|
Coming Soon
|
Comments