Amphibious. The dragon can breathe air and water.
Legendary Reactions (3/Day). If the dragon takes damages and has already used his reaction, it can buy another one.
Merge with nature. The dragon can take his action to merge with the surrounding vegetation. It becomes undetectable as he is part of the environment and is not considered "invisible". As a bonus action it can dash, doubling his burrowing speed as long as nothing unatural is stoping him. (metal, magic)
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.
Swamp water Breath (Recharge 5–6). The dragon gathers the water available in his body and exhales a powerful waterfall of swamp water in a cone of 120ft, everything in that cone becomes difficult terrain for 3 turns
Vegetal Rebuke. The dragon targets a creature that damaged it. Tha creature is momentarily surrounded by whips of thorns coming from the dragon or its surroundings if there is vegetation in a 120ft are around it. The creature must make a Dexterity saving throw. It takes 3d10+6 piercing damage on a failed save, or half as much damage on a successful one.
Wings of darkness. Although it cannot fly, the dragon can use its ability to merge with the vegetation to extent his wings and cut all sources of light in a 150ft area. The darkness is not magical, creatures with darkvision may see within the darkness up to their ability.
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.
Whirlwind of the Swamp (2 action): The creature magically transforms into a whirlwind of water and greenery, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the creature is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the creature remains in its possession.
Description
The most neutral of dragons. Moss dragons settle a magical maze in a untouched natural environment to protect wildlife. They only judge creatures who trespass into his realm on their ability to come to him without harming vegetal and animal life. They are such peaceful creatures they do not have any direct attacks like other dragons do, they fight inderectly by affecting environment and only use their wips of thorns if harmed.
Lair and Lair Actions
The forest-loving moss dragons sometimes compete for territory with green and black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a moss dragon isn't easy to spot. It is only when you're trapped into his maze that you can be made aware of its presence.
At the center of its forest, a mossdragon chooses a clearing for its lair. Hoarding no treasure and being protected by illusions and enchantments, it doesn't really care for a proper hideout. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others Simply make their lair of .the lake
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:
- Grasping roots and vines 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 difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- A wall of tangled brush bristling with thorns 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.
If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 hours, they become mundane plants and normal difficult terrain, losing their thorns.
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