Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Know Alignment (Good/Lawful). Abyssal Dragons are able to automatically detect if anyone in their presence within 120 feet are of Good or Lawful alignment.
Aura of Primal Emotion: Abyssal Dragons emotions are at their most raw and primal state. All Abyssal Dragons project one of the following emotions in a 60 foot radius. All mortals(creatures that are not dragons, elementals, fey, constructs, or undead) must make a Wisdom saving throw (DC 21) at the beginning of each of their turns, or become afflicted by the emotion. If the auras of multiple Abyssal Dragons overlap, only the strongest takes effect, and if multiple Abyssal Dragons with the same power have overlapping auras, those within them only need to save once to ignore both of them. This is considered a mind-affecting ability.
- Anger: Effect is identical to the Rage spell.
- Arousal: Effect is identical to the Charm Person/Monster spell(s).
Tunneller. The dragon can burrow through solid rock at half its burrow speed and leaves an 8 foot-wide, 9-foot-high tunnel in its wake.
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 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Smite Good. Twice per day, an Abyssal Dragon can make a normal attack to deal an additional damage equal to its HD total (maximum +20) against a good target.
Smite Law. As Smite Good, but against lawful target.
Abyssal Breath (Recharge 5-6). The dragon exhales a horrible gas in a 60 foot cone, infused with the madness of the blackest souls consigned to the Abyss. Each creature in the cone must make a DC 18 Wisdom saving throw, taking 6 (2d6) Wisdom damage on a failed save, and half as much damage on a successful one. This Wisdom damage can be healed with a Long Rest, Greater Restoration, or Wish spells.
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 15 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.
Scorching Breath (Recharge 5-6). The dragon exhales scorching air in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Aggressive and quick-tempered, brown dragons crave the heat of the desert, and respond to even the smallest of slights—real or imagined—with violence. Brown dragons live for the hunt, chasing the largest prey, and a brown dragon on the hunt destroys villages and towns to sate its hunger on the way. As such, most brown dragons keep minions around to guard their treasures from thieves, though they rarely travel more than a few miles away from their lairs.
A brown dragon has a very long, smooth body to aid in burrowing. A long, spiraling horn dominates the front of its head, while several small ridges line the back of its head, extending to its neck, and several spikes adorn its jaw. A young brown dragon has muddy brown scales that gradually thicken and turn to an almost black brown as it ages. Its pupils also fade as it ages, and the oldest brown dragons have eyes that resemble spheres of soil.
Fiery Hatred. A brown dragon's breath is as hot as the winds of deserts it lives in, and it likes to sear its prey before devouring it. A brown dragon has a remarkable memory, though it most remembers creatures that defeat it or prey that escapes it, focusing attacks against those creatures if it encounters them again.
Brown dragons sometimes compete for territory with blue dragons, though a brown dragon that sees itself clearly outmatched offers its fealty to the blue dragon, serving it until it has the opportunity to overthrow its former master, claiming its treasures as its own and devouring any of the blue dragon's minions that refuse to serve it. Such a brown dragon often lets adventurers seeking to slay its master pass relatively unharmed, though they see those adventurers as expendable, devouring any that survive the fury of the blue dragon.
Riches of the Sands. A brown dragon loves the luster of gemstones, though it especially likes objects made from amber or topaz. A brown dragon sees desert caravans as an easy source of food and treasure, and attacks them whenever it can, devouring the traders and dragging anything that strikes its fancy beneath the sands, leaving the rest to be covered by the ever-changing dunes. A brown dragon likes to carve tales of its glory on stone tablets and display them proudly within its lair, both as a warning to its enemies and a testament to its own pride.
Lair and Lair Actions
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:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
- A blast of scorching air sweeps through the lair, forming a 5-foot-wide line that is 60 feet long. Each creature in that line must succeed on a DC 15 Constitution saving throw or take 10 (3d6) fire damage.
Regional Effects
The region containing a legendary brown dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Sandstorms rage within 6 miles of the lair.
- Quicksand (see "Wilderness Hazards" in chapter 5 of the Dungeon Master's Guide) spontaneously forms within 1 mile of the lair.
- Amber brought within 1 mile of the lair glows slightly and feels warm to the touch.
If the dragon dies, these effects fade over the course of 1d10 days. Any quicksand remains where it is.
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