Huge Dragon, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 35 ft., Burrow 50 ft.
STR
27 (+8)
DEX
15 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws STR +14, DEX +8, CON +13, INT +9
Skills Perception +13, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 150ft, Passive Perception 23
Languages Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire 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 15 ft., one target. Hit: 17 (2d8 + 8) 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.

Glass Breath (Recharge 5–6). The dragon exhales liquefied glass in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

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.

Tunnel. The sand dragon burrows a distance up to its burrow speed without provoking opportunity attacks.

Breach (Costs 2 Actions). The sand dragon bursts from the sands. The sand dragon burrows a distance up to half its burrow speed. This action can only be taken when to sand dragon is underground. This movement must end with the sand dragon moving above ground. Each creature within 10 feet of the sand dragon must succeed on a DC 23 Dexterity saving throw or take 16 (3d6 + 8) bludgeoning damage and be knocked prone.

Description

Hard spiking scales cover the body of a sand dragon. 2 large spines flow from head to tail down its body. It quickly cuts throw sand like its swimming through water, stalking its prey from below.

Lair and Lair Actions

A Sand Dragon’s Lair

Sand dragons lair underneath the sands of deserts, within caverns or caves.

With its hoard well protected deep within the lair, a sand dragon spends most its time within the lair, only leaving to eat or gather more treasures from traveling caravans,

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

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:

  • The sand beneath become unstable, making the entirety of the lair difficult terrain. It lasts until initiative count 20 on the next round.
  • 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.
  • Swept up sands form a twister 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 heavily 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 blinded until the end of its turn. While blinded in this way, a creature is incapacitated.

Regional Effects

The region containing a legendary sand 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 tainted with mud.
  • Sand tornado's are common within 3 miles of the dragon's lair.

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

Habitat: Desert

AdvisoryAbyss

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