Living Forest. While within a forest, grassland or plains, the dragon has resistance to damage that isn’t force or psychic.
Shambling Stealth. While within obscured regions such as a forest or swamp, the dragon can take the Hide action as a bonus action.
Sunlight Sustenance. While in sunlight, the dragon has advantage on attack rolls, and at the start of combat is granted an additional 1d10+3 temporary hitpoints.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Rejuvenating Breath (Recharge 5–6). The dragon exhales spore filled gas in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 56 (16d6) bludgeoning damage from lashing branches and vines on a failed save, or half as much damage on a successful one. This ability channels vitality into plants within a specific area, granting either immediate or long-term benefits. All normal plants in a 100-foot radius centered on that point become thick and overgrown. The area is to be considered difficult terrain to any creatures that enter it.
Sunlight Sustenance. As a bonus action, the dragon can gain advantage on it's next attack, and is granted an additional 1d10+3 temporary hitpoints.
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