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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing 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.
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 17 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.
Storm Breath. The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. A deafening blast of thunder immediately follows the lightning in a 60-foot cone centered around the lightning. Each creature in that area must make a DC 19 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one.
Atmospheric Effect. The dragon exhales the energy of a weather condition of choice from the table below in a 60-foot cone. Each creature in that area must succeed on a DC 19 saving throw according to the effect. On a failed save, the creature suffers the full effect of the chosen weather condition. The effect lasts for 1d6 turns.
Weather condition | Effect | save Type |
---|---|---|
Blizzard |
On a failed save, all creatures in affected area are knocked prone. The affected area is considered rough terrain. |
Dexterity |
Hurricane |
On each turn in the affected area, and on a failed save, all creatures in affected area are deafened. |
Constitution |
Stifling Fog |
On a failed save, all creatures in affected area lose their bearings and move in a random direction on their turn. A thick fog fills the affected space, blinding those in the area. |
Intelligence |
Tornado |
On a failed save, the creatures in the affected area are blown 30ft away. |
Strength |
Electric Storm |
On each turn in the affected area, and on a failed save, all creatures in affected area are stunned until then end of the dragon's next turn. |
Wisdom |
Thunder Storm |
On each turn in the affected area, and on a failed save, all creatures in affected area are frightened of the dragon, and must spend movement away from the dragon until the creature has exited the area of affect. |
Charisma |
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 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.
Lair and Lair Actions
A Cloud Dragon’s Lair
A cloud dragon lairs in high places, like mountain tops, cliff sides, or even magical cloud "islands." They enjoy meeting new creatures and, like many other dragons, gaining new treasures from them.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
Regional Effects
The region containing a legendary cloud dragon’s lair is warped by the dragon’s magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- A misty rain will sporadically appear and disappear randomly.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
This is so cool! Definitely deserves more recognition.