Kick Blind. With it's tail, wings and legs it can conjure large powerful blasts of winds, using sand and dust to blind characters that gives them a -1d4 on their melee attacks and disrupting magical casting those that are within 50 feet. Using Kick Blind to charge, spearing threat with any of it's horns for Hit: 16 (2d8 + 6) piercing damage if DC18 Dexterity saving throw fails.
Instill Defense. The Abhor Dragon, as a last ditch effort to save itself from certain death or to protect it's horde will project a phantasmal image of a character's worst fears. Each player's in a 60-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration of 2 turns. There is a 35% chance it will last an extra 1d12 turns per player affected.
While frightened, a player must take the Dash action and move away from the dragon by the safest available route on each of their turns, unless there is nowhere to move. If the player ends its turn in a location where it doesn't have line of sight to the Abhor Dragon, the player can make a Wisdom saving throw. On a successful save, the spell ends for that player.
Stomp. With it's hefty weight it will try and stomp anything with in it's reach of 10 feet. Hit: 18 (2d10 + 6) bludgeoning damage.
Action Melee Attack. see Kick Blind
Tail. Melee Weapon Attack: + 11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Burst Blow. The dragon exhales an warm blast of sand-like particles in a 60 foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 48 (10d8) thunder damage.
see Instill Defense
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 the dragon's turn. Each legendary actions can be used once every other turn after it has been used.
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 producing a sand/dust storm of 60 feet. Each player within 40 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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Description
Abhor Dragon are solitary, found in very dry areas of the rocky mountains and deserts. Rumor is that they're not cunning, but brutish in nature: they see - they take: they rarely negotiate, rarely known to "chit chat" - they attack and devour all things that enter their lair, their environment - their region, if you should be seen.
Lair and Lair Actions
They don't have a single lair - they have multiple - multiple hordes of treasures. It's believed they will weld magic items they've "procured", but it may be rare since they don't like to contend with magic per se.
Lair Actions
Instill Defense. The Abhor Dragon, as a last ditch effort to save itself from certain death or to protect it's horde will project a phantasmal image of a character's worst fears. Each player's in a 60-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration of 2 turns. There is a 35% chance it will last an extra 1d12 turns per player affected.
While frightened, a player must take the Dash action and move away from the dragon by the safest available route on each of their turns, unless there is nowhere to move. If the player ends its turn in a location where it doesn't have line of sight to the Abhor Dragon, the player can make a Wisdom saving throw. On a successful save, the spell ends for that player.
Regional Effects
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This is a cool dragon