Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Glimmering scales. When the dragon makes an effort to hide as an action on its turn, within a place considered its lair, it doesnt require broken eyeline, but does require 20ft of movement outside of melee range of a hostile creature
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:* +11 to hit, reach 10ft., one target. *Hit* 17 (2d10 + 6) piercing damage
Claw. *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 13 (2d6 + 6) slashing damage
Tail. *Melee Weapon Attack:* +11 to hit, reach 15ft., *Hit:* 15 (2d8 + 6) Bludgeoning damage
Stone Throw. *ranged Weapon Attack:* +11 to hit, range 60/80ft., one target. *Hit* 14 (2d8 + 5) 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 16 WIS save or become frightened for 1 minute.Acreature can repeat the save at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is succesful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
breath weapon (Recharge 5-6).The dragon uses one of the following breath weapons.
fire breath. The dragon exhales fire in an 50-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dex Save, Taking 45 (13d6) fire damage on a failed save, and half as much on a succesful save
Sleep Breath. The dragon exhales sleep gas in a 60-foot cone each creature in that area must succeed on a DC 18 Con save, or fall unconscious for 10 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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.
Burrow (Costs 2 Actions). The dragon can burrow upto its full burrow speed and reappear, without taking an attack of oppurtunity.
Lair and Lair Actions
A Brass Dragon’s Lair
Glimmering dragon lairs are usually large artificially opened out caverns in the underdark. Lairs are filled with a variety of gems, both glowing and not, both open veins in the walls, and loose gem chunks. The Dragons also learnt to cultivate phosphorescent lichen and fungi, and grow them over the walls, ceiling, anywhere a lichen or fungi could be. Pools of water usually exist within the caverns, and can form an almost rockpool like formation with plant life.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
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- The dragon can affect the light being given off by any light source within the lair. Any gems, Any lichen/fungi. the cavern can go from being considered under daylight, moonlight, or pitch black. day light is bright light. moonlight is dim light, and pitch black is total darkness. while this happens, the dragon can change its scales, and light output to match, if it wishes.
- A strong wind blows around the dragon. Each creature within a 60ft of the dragon must succeed on a DC 16 STR saving throw or be pushed 15ft away from the dragon and be knocked prone. Gases and vapours are dispersed by the wind, and and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50% chance of being extinguished.
Regional Effects
There is no particular region where a glimmering dragon makes its den, and there is no availability for weather to make much of an appearance. However, cave and cavern networks within 3 miles have a natural proclivity to grow glowing crystal and gem networks, and glowing lichens and fungi. When a creature with an intelligence of 3 or higher passes within the outer range of glowing things, the dragon becomes aware of the creature's presence and location, and can either use the glowing to draw the creature/s in, or lead them away.If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.
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