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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. and 1d6 slashing damage from its candy cane sharpened tail.
Breath Weapons (Recharge 3–4). The dragon uses one of the following breath weapons:
Caramel Breath. The dragon exhales Caramel in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (10d6) fire damage on a failed save, or half as much damage on a successful one. Any failed saves are temporarily petrified until the caramel is broken from the outside. Or a strength 20 dc save per round. Any saved, will result in only legs frozen, actions can still be taken. Caramel AC: 08, HP: 20.
Sleep Breath. The dragon exhales pixie stick gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or becomes stunned for 2 rounds.
Candy Coating. Once per round, on hit the dragon's sticky outer coating catches the weapon sealing the player's weapon in place for one round.
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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and 1d12 slashing damage from shards of candy shell that flies from the wings and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Candy Dragon’s Lair
A Candy dragon’s lair is typically a dark and clean place, that keeps his candy coating clean and from melting.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- A cloud of cotton candy 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 it 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.
Regional Effects
The region containing a legendary Candy dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- All candy eaten within 100 miles of the lair taste 10 times better.
- Dreams within 100 miles of the dragon’s lair largely consists of candy. These illusions move and appear real, although they can do no harm. A creature that examines a dream can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check.
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