Huge Dragon, Chaotic Good
Armor Class 22 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Climb 20 ft., Swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +11, WIS +7, CHA +9
Skills Perception +12, Persuasion +11, Stealth +5
Damage Immunities Necrotic, Radiant
Senses Blindsight 60 ft., Truesight 120 ft., Passive Perception 22
Languages Celestial, Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Actions

Multiattack. The dragon can use its Cheerful 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) lightning 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.

Cheerful 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 charmed 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 Cheerful Presence for the next 24 hours.

Rainbow Breath (Recharge 5–6). The dragon exhales a rainbow beam in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) radiant 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 20 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

Rainbow dragons are the most cheerful of dragons, with shimmering multicolored scales. They love the sun and anything beautiful. They get along with humans, and will protect human cities in exchange for a lair. They love potatoes and bacon, and are very good swimmers.

Lair and Lair Actions

Rainbow dragons make their lairs in pretty places, often choosing caves in picturesque mountains or tunnels beneath beautiful cities.

The light is always shining around a rainbow dragon's lair, even at night. The sun, moon and stars shine brighter near its home.

Rainbow dragons love bright, clashing colors, and will decorate their lairs with anything shiny they have bought, as they respect the value of money.

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:

  •  A rainbow beams onto a 20 ft. by 20 ft. square, dealing 8d6 radiant damage and blinding any creatures in the area for 1 minute.
  • A swarm of bunnies appears. One creature the dragon can see must make a DC 15 Dex saving throw or be carried 50 ft. in a direction of the dragons choice and dropped prone.
  • A small earthquake begins, and all creatures the dragon can see must make a DC 17 Acrobatics check or fall prone.

Regional Effects

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

  • The light in the area is always Bright Light.
  • Rainbows and double rainbows are more common in the area nearby.
  • Rabbit dens are more common. They must be seen with a DC 15 perception check. When they aren't spotted, the first creature that steps on one must make a DC 10 Dex saving throw or fall prone and be restrained.

If the dragon dies, the rainbows disappear immediately, and the light abates within 1d10 days. Any rabbit holes remain where they are.

Habitat: GrasslandUrban

WillowTehKitsune

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