Keen Senses (Sight): This creature has advantage on Perception (WIS) checks that rely on their sense of sight.
Multi Attack: This creature can make a Frightful Presence attack and Three Bite, Claw or Tail attacks each round or one Searing Breath attack each round.
Padded Feet: This creature has advantage on DEX saves to resist falling. Additionally, they take half damage from falls (Rounded up to the nearest whole number). Additionally, they have advantage on STR checks to resist being pushed backwards.
Bite: 5ft range, +14 to hit, 2D10+6 Piercing+ 1D6 Fire damage.
Claw: 5ft range, +14 to hit, 2D6+6 Slashing 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 DC19 WIS save 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 a success. Once cured, The creature is immune to the dragon's Frightful Presence for the next 24 hours.
Searing Breath: 30ft by 15ft cone range. All targets must pass a DC21 DEX save or take 10D6 Fire damage and 8D6 Force damage (half on a success rounding up). This ability recharges on a 5+ on a D6. This check is made at the start the dragon's consecutive turns.
Tail: 5ft range, +14 to hit, 2D10+8 Bludgeoning damage. A creature hit by this attack must pass a DC16 STR save or be knocked Prone.
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
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 Perception (WIS) 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 22 DEX save or take 15 (2d6 + 8) Bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
Description
Orange Dragons are a rare sub-species that lives predominantly in jungles and tropical islands. They're drawn to warm climates where the larger dragons have a difficult time infiltrating their lairs. Orange Dragons have slender bodies with long tails ending in two flaps of leathery skin that allow the dragon to control their flight. Their wings are curved, growing a darker orange towards the centre of the membrane. All Orange Dragons have cat like reflexes with an uncanny ability to survive falls that would kill other creatures.
Adult Orange Dragons are truly enormous creatures who believe that the material plane is their own personal hunting ground. They encourage dragon slayers to try to kill them for sport, knowing full well that they have a massive physical advantage. Other dragons tend to avoid living near the lair of an adult Orange Dragon for this reason alone. Their hoards tend to contain magical weapons and armour to lure in adventurers and dragon hunters whose greed is greater than their talent.
Lair and Lair Actions
Within 5 miles of an Orange Dragon's Lair, the following effects take place;
- All creatures that can't speak Draconic, can understand and telepathically speak draconic.
- The sky turns a shade of fiery orange.
- All creatures friendly to the dragon become immune to the Frightened condition.
Lair Actions
If the dragon rolls a natural 20 on it's initiative count, it can can use one of the following actions. It can't use the same actions in two consecutive rounds.
- A plume of noxious gas erupts from the earth. A target creature within 30ft of the dragon must pass a DC20 WIS save or make all its weapon attacks as if it were making the Reckless Attack action.
- An aura of scalding air surrounds the dragon. All creatures within 30ft of the dragon may choose to use an action, bonus action or reaction this turn.
- The dragon fires a stream of orange gas at a nearby creature. The target must pass a DC19 WIS save or be unable to cast spells or psionic powers until the start of its next turn.
Previous Versions
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12/26/2021 8:36:25 PM
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