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 Fist slam and two Punches.
Punch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (3d8 + 7) bludgeoning damage.
Grab'n'throw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. On hit, the target is grabbed and thrown against the wall dealing: (2d8 + 9) bludgeoning damage.
Fist Slam. Melee Weapon Attack: DC 18 Dex saving throw, reach 5 ft, area 15ft ., one target. Hit: (2d8 + 9) 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 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.
Force Breath (Recharge 5–6). The dragon roars with extreme fore in a 50-foot cone. Each creature in that area must make a DC 18 Strength saving throw, taking 56 (10d6) force damage on a failed save and is pushed back 30ft, 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.
Punch. makes a punch attack
Fist Slam. Makes a fist slam attack
Description
The most physically toned of true dragons, orange dragons strength are said to be some of the strongest there is, only second in strength to the Tarrasque, taking joy in showing off their strength in front of those weaker to cause fear.
They are extremely adamant about keeping their bodies in peek condition. If a orange dragon isn't laying down to rest, or gathering food, they prefer to use that time to training to strengthen their bodies. Their training involves a combination cardio, weight lifting, and starting fights with random people or buildings, crushing them in the process. When travelling orange dragons prefer to run parkour or glide their way to their destination, taking the path with the least amount of flight as possible.
While orange dragons like wealth, their most prized possessions are the objects they collected to train their bodies with. These dragons collect these over their life time, and when a orange dragon finds something of great weight or size, they'll take it and add it to their hoard.
They're recognized by the mohawk of forward curving horns that run along the neck and head, however their most defining feature is their near refusal to go on their front claws, taking up a semi bipedal stance. Orange dragons body's look similar to the dragonborn races, with distinct dragon features and large stature. Their wings and tail are shorter than most other dragons, along with a shorter and blockier muzzle and short neck, this is in contrast to their legs and arms that more elongated and muscular. The claws are short, and go down, as they rarely use them for combat, and used more to dig or grab better.
Lair and Lair Actions
Orange dragons make their homes in caves, usually on the side of mountains or mostly vertical surfaces. They prefer making them in already flat environments, like forests or grass lands, and are generally located where the dragon can get clean sources of food and water. A way to tell a orange dragons cave is nearby is by the lack of tall obstacles in a large area.
Their lairs are large and cavernous, with wide tunnels leading to rooms that are even larger, with walls seeming to have punch marks every so often.
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:
- Stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- The dragon picks up two heavy objects and hurls them at two players, treat this as a catapult spell at with a Dex save of 18 with a area of effect of 15ftx15ft.
Regional Effects
The region containing a legendary orange dragon’s lair is warped by the dragon’s routines. The area around the entrance of the cave for more than 100ft becomes flattened, most often turns to dry sand or dirt depending where the cave is, and large boulders or rocks jut from the floor.
If the dragon dies, the area around its lair will stay flat, unless outside forces disrupt the terrain, and the lands fertility returns over time.
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