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.
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).
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) lightning 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 16 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.
Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) lightning 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
Yellow dragons are to gold dragons as fool's gold is to real gold. They physically appear very similar to gold dragons, and an older yellow dragon's scales even have a slight sheen, but in reality, the vicious and brutal yellow dragons are entirely unlike the majestic gold dragons.
However, the mimicry of a yellow dragon is flawed in several key ways. No yellow dragon can breathe fire or the weakening gas of a gold dragon: their breath is charged with the fury of lightning, so a yellow dragon avoids using its breath weapon if it risks exposing itself, often hunting during storms when its breath could be dismissed as a bolt of lightning, while some study magic to replicate the effect of a searing storm of fire. Yellow dragons are also noticeably smaller and weaker than gold dragons, though yellow dragons claim that they were always the smallest of the clutch if this threatens to reveal their deception. Most revealing of all is that, even though a yellow dragon's scales have a slight sheen, it is never to the same degree as a gold dragon.
Conniving and Cunning. Yellow dragons are deceitful by nature, avoiding the truth whenever they can, finding amusement in misleading other creatures. A yellow dragon hates creatures more powerful than itself, and seeks to attack and devour them in secrecy.
A yellow dragon loves the taste of humanoid flesh, though it rarely indulges its hunger for fear of outing itself. Interlopers that grow curious and begin investigating the lair of a yellow dragon are seen as fair game by yellow dragons, devouring them to indulge its hunger and to keep its secret.
A yellow dragon that has its secret revealed ruthlessly destroys any creatures that revealed it, indiscriminately attacking and levelling nearby settlements and taking anything that it wants.
Similar Treasures. Attempting to appear as similar as possible to gold dragons, yellow dragons stock their hoards with treasures valued by gold dragons, such as pearls, and places magical wards within its vaults, though above all else, a yellow dragon craves yellow gemstones, as it sees yellow as the most beautiful and majestic of all colors by far.
Lair and Lair Actions
A Yellow Dragon's Lair
A yellow dragon prefers to build its lair in places that a gold dragon might be found, to aid in its mimicry.
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 creates a cloud of fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A bolt of lightning strikes 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 Dexterity saving throw or take 10 (3d6) lightning damage.
- The dragon creates an illusory replica of itself. The replica acts on the same initiative as the dragon, but cannot damage or otherwise harm creatures or objects. Physical interaction with the image reveals it to be an illusion, because things can pass through it. The image fades on initiative count 20 on the next round.
Regional Effects
The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Thunderstorms rage within 6 miles of the lair.
- Gems and pearls within 1 mile of the dragon's lair that aren't a part of its hoard seem duller than usual.
- There's a noticeable increase in the populations of creatures that hunt by mimicry.
If the dragon dies, these effects fade over the course of 1d10 days.
Comments