Fey Wild Plant Does not eat or drink. Immune to poison, disease, charm, mind control, sleep, or any animal or person affecting spell/ability.
Cactus cover it in hair fine meter/yard long needles. These needles are a part of the Dragon and regenerate with the Dragon. Any physical contact, including Melee, results in any non-Dragon taking 1d6 magic piercing damage.
Regeneration At the start of each turn the Cactus Dragon heals 1d4 hp unless it took fire or acid damage during the prior turn.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage and (1d6) piercing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and (1d6) piercing 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.
Needle Breath (Recharge 5–6). The dragon throws a 60-foot cone of needles. Each creature in that area must make a DC 18 Survival saving throw, taking 56 (16d6) poison 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, (2d6 + 6) piercing damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The Cactus Dragon is a sentient plant. Take a Green Dragon and cover it in hair fine meter/yard long needles. As a plant, it does not breath and eat as animals do. It can feed off of any natural area. It can grow in dirt. It can hunt in forests. It has photosynthesis. It can filter feed in fresh or salt water. Or It can hunt in fresh or salt water.
Cactus Dragons reproduce by cuttings, since as little as 10% shall quickly grow into a full Adult. A badly damaged Cactus Dragon will root and break into a cluster of generic looking cactus plants. After twenty four hours each piece can transform into a Baby Cactus Dragon. Cactus Dragons are cabalistic and voracious. As such any slow bloomers have pieces eaten by their siblings as those siblings flee their remaining siblings.
Lair and Lair Actions
The Cactus Dragons always compete for territory with anything, anywhere. Cactus Dragons are hard to spot as they change their color to the area and a stationary Dragon looks like some large spikey Cactus. They lair most anywhere in the Fey Wild but don't willingly travel to other planes. As such, if encountered in the Fey Wild, you are in its lair.
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:
- Needles erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes impenetrable terrain, and each creature there must succeed on a DC 15 Dexterity saving throw or be restrained by the Needles. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The Needles fade away when the dragon uses this lair action again or when the dragon dies.
- A wall of tangled brush bristling with Needles springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary cactus dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. - Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
- Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.
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