Legendary Resistance (3/day, adult or ancient only). If the dragon fails an ability check or a saving throw, it can chose to succeed instead.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: ~14 (4d6 + [1 for wyrmling, 3 for young, 5 for adult, 10 for ancient]) slashing damage.
Sap Breath (Recharge 5-6). DC 13 DEX. save, 30 ft. cone (15 feet for a wyrmling, and 60 feet for an ancient dragon). On a failed save the target takes 14 (4d6) fire damage and is restrained. On a success, it takes half damage and isn't restrained. A restrained creature can make a DC 16 STR saving throw on each of its turns, ending the effect on itself on a success.
A legendary (adult or ancient) amber dragon can take up to three legendary actions per round, choosing from the options below, and only at the end of another creature's turn.
Claw. The dragon makes a Claw attack.
Catch Breath (costs 3 actions). The dragon recharges its breath weapon.
Description
The amber dragon is a reclusive, gentle gem dragon know to inhabit forests. Amber dragons have thick, bark-like scales that range in color from dull gray to dark brown, and they have richly colored eyes like their namesake. Their teeth are dullish and not good for biting live creatures, and they have sharp claws like scythes. Amber dragon wyrmlings are Small (with a d6 hit dice and 21 average HP), young and adult amber dragons are Large (with a d10 hit dice and 33 average HP - 45 for adults because adults and ancients have a CON. score of 14), and ancient amber dragons are Huge (with a d12 hit dice and 51 average HP) Ancient amber dragons have a CR of 5. This stat block specifically represents an adult amber dragon, but it's easy to alter into wyrmlings, young, and ancient dragons.
Lair and Lair Actions
An amber dragon lairs in a forest, preferring to wander the woodland rather then keep a single cave or the like as a central lair like green dragons do.
On initiative count 20 (losing initiative ties) a legendary amber dragon takes a lair action to cause on of the following effects:
- 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.
- Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or be blinded until initiative count 20 on the next round.
Regional Effects.
The region that is a legendary amber dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Walls of trees form labyrinthine passages within 1 mile of the dragon’s lair. The trees act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the trees, with every 1 foot a creature moves costing it 4 feet of movement. Each creature in contact with the trees must make a DC 15 Dexterity saving throw or be restrained by sap until they succeed on a DC 10 Strength check as an action. Each 10-foot-cube of trees 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 tree walls described above. The plants remove themselves from the dragon’s path, and take 1d12 days to regrow, unless magic is used to hasten their growth.
If the dragon dies, the trees remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their sap.
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