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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 24 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Thorn Breath. The dragon exhales fire in a 90-foot cone of magical thorns. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) magical piercing damage on a failed save, or half as much damage on a successful one.
Confusion Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Wisdom saving throw or be confused for 1 minute. For that minute, the creature is incapacitated and must use it's full movement to go in a random direction. The creature rolls a d8 at the start of each of its turns to determine the direction it moves. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Forest Dragon’s Lair
Forest dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell in the deepest part of the forest, far from the reaches of civilization.
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:
- Magical vines spring from the ground in a 20 foot radius centered on a point the dragon can see within 120 feet of it. Anyone in the area must make a DC 24 Dexterity save or be restrained. The vines make the ground difficult terrain and remain for 1 minute or until this action is used again.
- The dragon summon a swarm of forest creatures to aid them in battle. A swarm of rats or swarm of ravens appears at a point the dragon chooses within 120 feet and attacks a creature hostile to the dragon on initiative count 20.
Regional Effects
The region containing a legendary forest dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Any beast that spends more than a day within 6 miles of the dragon's lair forms a telepathic bond with the dragon. If not already awakened, it gains a limited form of sentience. While it does not gain the ability to speak, it does gain the ability to understand Common, Sylvan, and Draconic. Any beast that has formed a bond will follow the dragon's instructions to the best of it's ability.
- The trees within 6 miles of the dragons lair shift and move slightly to aid any non-evil creature. Paths to safety are showered in sunlight (or moonlight), while paths leading to danger are shrouded in shadow or hidden behind branches and brambles.
- Any item made of wood, magical and nonmagical alike, brought within 1 mile of the dragon's lair starts sprouting leaves and flowers. If left on the ground for an hour, the item begins to take root. The roots are shallow and easily broken.
If the dragon dies, these effects end immediately.
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