Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 19 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.
Cursed Breath (Recharge 5–6). The dragon spews necrotic energy in a 90 foot cone from its mouth. Those inflicted much make a DC 18 con save, taking 18d6 on a failed save, and half of that on a passing save. If you roll a critical fail on the saving throw, you become possessed and under the dragon's control. You must make a constitution saving throw DC 15 every turn after you are possessed. Passing the save makes it so you are no longer possessed.
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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Bone dragons are seldom seen because they are only found in caves or ancient ruins. They rarely venture out onto the surface, only doing so to expand the collection of bones it keeps in its lair. Bone dragons are not super aggressive, but they will attack with an unrelenting wrath if you steal one of the bones it keeps. They are thought to eat bones, though this has yet to be confirmed.
Lair and Lair Actions
Usually found in ancient ruins or caves, bone dragons love to collect skeletons. They are territorial, but not aggressive. They will instantly attack if you attempt to take on of its bones.
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 summons 1d12+4 skeletons to fight for it.
- A pile of bones approach to entangle the target. The target is grappled until the end of their next turn unless they make a DC 25 Dexterity saving throw .
- The dragon coats itself in bone armor, gaining 3 AC for 3 turns.
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