Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon cam use its Frightful Presence. The dragon can make four attacks, two with its claws and two with its wings.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10+10) piercing damage. If successful the target is grappled and must succeed a DC 20 Strength throw.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (5d6+5) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (4d10+2) slashing damage.
Wing. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (4d8+2) slashing 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 21 Wisdom saving throw or become become frightened for 1 minute. A creature can repeat 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 24 hours.
Lava Breath (Recharge 5-6). The dragon shoots a stream of lava at a creature of its choosing. That creature must make a DC 24 Dexterity saving throw, taking 120 damage (40d6) fire damage on a failed save, or half as much on a successful one.
Reaction Name. Enter the description for your action.
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.
Bury (Costs 2 Actions) . The dragon grabs a creature, pulls open the earth and drops it into the hole before returning the earth. A creature needs to make a DC 25 Dexterity saving throw to avoid the dragon's maw. If failed the creature takes 25 damage (3d10+10) and is buried. A buried creature can spend an action to dig itself out.
Description
Fused plates of dark red or black scales and clawed wings mark the presence of a deep earth dragon. With eyes darker than obsidian and maws dripping lava they search only for food and comfortable isolation. These massive beasts are also known as plate dragons for their distinctive look, and are highly sought after for their scales.
Lair and Lair Actions
Plate dragons usually burrows through the earth, creating a complex network of tunnels and rooms. These tunnels and rooms are made to comfortably fit the dragon and it's hoard of precious ores. They favor the sides of volcanoes or places where lava or magma is present. These lairs are hot, dark mazes that can doom even the most experienced adventurers, as traps and minions are unintentional or unnoticed.
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 caves in the roof of the cave, causing 50 (10d10) damage to anyone caught underneath. Each creature caught underneath the falling cave must make a DC 15 Dexterity saving throw.
- The dragon burrows straight throw the earth to escape any pursuers. A creature may follow but must make a DC 23 Acrobatics check or take 42 (14d6) damage.
- The dragon rakes it's wings across the cave walls, spilling lava into the tunnel. The tunnel will slowly start to fill and any creatures caught take 6 fire damage (2d6) adding an additional d6 for each round they have spent in the lava.
Regional Effects
The region containing a legendary an ancient deep earth dragon's lair is [enter the effect description], which creates one or more of the following effects:
- Small tremors are common for 4 miles from the lair.
- Ores of all kinds and rarity will start to be found within 1 mile of the lair.
- Pools of lava will form within 1 mile of the dragons lair.
If the dragon dies, these effects fade over the course of 1d4 days.
Previous Versions
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12/9/2020 9:38:48 PM
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Coming Soon
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