Huge Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
25 (+7)
DEX
13 (+1)
CON
23 (+6)
INT
15 (+2)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +7, CON +12, WIS +8, CHA +10
Skills Intimidation +9, Perception +12, Stealth +6
Damage Resistances Acid, Cold, Lightning
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

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).

 

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) poison damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Constitution saving throw, taking 66 (12d10) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The most domineering of chromatic dragons, orange dragons are exceedingly vain and arrogant. They seek to dominate all creatures foolish enough to enter their demesnes, though they find gnomes and halflings ugly, and eat them on sight.
An orange dragon has a very long neck, and its lithe body is covered in overlapping arrowhead-shaped scales. Two long spikes emerge from either side of its jaw, which is very wide compared to most other dragons, while a single whitish horn that resembles a tree stump emerges from the back of its head. A young orange dragon has pale amber scales that gradually thicken and turn to an almost red orange as it ages.

Toxic Dragons. Orange dragons are poisonous and evil, and they think themselves as gods from deep in the rainforest.
An orange dragon's breath courses with foul-smelling poison that causes terrible pain in those that breathe it. It is driven by its vile nature to keep those it defeats alive as long as possible so that it can watch the pained writhing of its victims. When its victims expire, it devours them, though it prefers not to eat the head, placing it at the edge of its territory impaled on a sharpened pole to ward off interlopers.

Jungle Treasures. An orange dragon craves gems and precious metals, particularly those orange in coloration. Above all other treasures, however, an orange dragon sees items crafted from humanoid bones to be the most valuable, sending its minions to slay humanoids far and wide. As it prefers to have humanoid minions, an orange dragon also uses the threat of becoming a part of its hoard to keep its underlings in line.

Lair and 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:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage.
Regional Effects

The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Rainstorms rage within 6 miles of the lair.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it in minutes.
  • There's a noticeable increase in the populations of venomous animals, particularly snakes, spiders, and wasps.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: Forest

BalarRachi

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