Huge Dragon, Chaotic Good
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Swim 40 ft., Burrow 30 ft.
STR
28 (+9)
DEX
11 (+0)
CON
25 (+7)
INT
13 (+1)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws DEX +6, CON +13, WIS +11, CHA +9
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Sylvan
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 19 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.

Stone Breath (Recharge 5–6). The dragon exhales big rocks in a 60-­-foot cone. Each creature in that area must make a DC 19 Strength saving throw, taking 63 (18d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 2 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.

Description

Stone dragons are the most different type of dragons, some do not even consider them draconic creatures.

Stone dragons have a hard, stone-like scale and a green bluish skin (inside the scales). Their tooth are small, but just like a snake’s teeth, the nature dragon’s teeth can come out from their gengiva and become big, sharp teeth.

These friendly but alone dragons often, but not always, have huge deer like horns, being made of wood in the outside layer but actually being made of bone in all it’s inside.

They usually interact with other wild beings and knows hot to talk to these creatures. The stone dragons learns very fast new languages and ways of thinking, having and meeting great friends (animals mostly) through it’s surroundings.

Lair and Lair Actions

Stone dragons dwell among dense and wild forests, making their lairs on secluded consetration of trees and dense swamps. Though many are comfortable in natural complexes, stone dragons covet the lost outposts of humanoid civilization. An abandoned citadel covered and consumed by nature or a remote tower hidden among roots and natural plants is the sort of lair that every nature dragon dreams of.

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 if it had cast the fog cloudspell. The fog lasts until initiative count 20 on the next round.
  • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. 
  • Magic acid water starts raining heavily through and near the dragon’s lair. Each evil creature or target chose by the nature dragon must succeed on a DC 15 Constitution saving throw, or suffer 16 (2d8) acid damage.

Regional Effects

The region containing a legendary nature dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.

  • Once per day, the dragon can alter the density and type of plants of the forest in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors.
  • Given days or longer to work, the dragon can make roots of plants within its lair to spawn out of the ground, forming mazes of root and plants as it wishes.

If the dragon dies, changed density reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: ForestHillMountain

MichalJerchel

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