Amphibious. The dragon can breathe air and water.
The dragon's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
-
1/day each: disintegrate, telekinesis, power word stun
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.
The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) force damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 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.
The dragon exhales pure magic in a 60-foot-cone. Each creature in that cone must make a DC 18 inteligence saving throw. On a failed save, the creature takes 45 (13d6) force damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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. | |||||
|
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:
-The dragon calls 1d6 forest creatures within 120 feet of it that can hear and understand it to fight on it's aid.
-The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose.
-A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to force damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region surrounding a legendary amber dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
-Trees grow unusually tall in the area within 6 miles of the lair especially conifers.
-Natural plant life within 6 miles of the lair grows healthier than normal and amber remains can be found among the soil, particularly near forests.
-Natural stone and plant life within 6 miles of the lair becomes a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no components, targeting any natural stone formation or plant life in that region.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
11/10/2020 6:20:26 AM
|
1
|
0
|
--
|
Coming Soon
|
|
11/11/2020 5:40:51 AM
|
0
|
0
|
--
|
Coming Soon
|
|
11/13/2020 10:18:45 PM
|
1
|
0
|
--
|
Coming Soon
|
now with 100% less chances of beating their husband