Large Dragon, Neutral
Armor Class 19 (natural armor)
Hit Points 164 (16d10 + 64)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +7, CON +8, WIS +7, CHA +6
Skills Perception +7, Stealth +7
Damage Resistances Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Camouflaged. The dragon gets advantage on all stealth rolls that rely on sight while in a forest.

Wild Shape (3/Day). As a bonus action the dragon may wild shape into a creature of up to CR 2, in the same manner as a druid with this ability. The dragon may even change into a flying or swimming creature with this ability.

Spellcasting. The amber dragon is a 5th level spellcaster. Its spellcasting ability is wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): Druidcraft, Mending, Resistance

1st level (4 slots): Cure Wounds, Fog Cloud, Speak with Animals

2nd level (2 slots): Heat Metal, Lesser Restoration, Pass Without Trace

3rd level (1 slots): Conjure Animals, Plant Growth

 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 4) bludgeoning damage.

Amber Breath (Recharge 5–6). The dragon exhales a spray of scalding hot sap in a 30-foot cone. Each creature in that area takes 22 (4d10) fire damage and must make a DC 15 Dexterity saving throw, taking half damage on a successful save. Any creature in the area that failed its save is also paralyzed; Encased in hardened sap for 1 minute. An affected creature can make a DC 15 strength save at the end of each of its following turns to attempt to escape the sticky amber shell. Another creature may spend an action attempting to help the trapped creature escape. This gives the paralyzed creature advantage the next time they roll their saving throw.

The shell can also be destroyed. It has AC 13 and 20 HP. However, the creature inside the shell takes half of the damage done to it (before resistance and immunity effects are calculated). Additionally, the amber has immunity to piercing damage and resistance to bludgeoning damage.

Frightful Presence. The dragon may use its frightful presence as a bonus action. Each creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 12 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.

 

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.

Tail Attack. The dragon makes a tail attack.

Cast Spell. The dragon may cast a spell of level 3 or lower.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

One of the smaller varieties of the true dragons, amber dragons tend to live secluded lives. An amber dragon is recognized by its green, brown and golden coloration. Their scales and frills resemble leaves and their mighty antlers have an appearance of wooden branches.

Amber dragons are not protectors of the forest, but rather, forces of nature themselves. They feed on the sap from the plentiful trees around them, gouging the trees with scythe-like claws, lapping up the sticky liquid. When they are done feeding, they draw upon magic to mend the damage they caused, keeping the trees alive to feed from again. They are territorial, and will defend their feeding grounds from invaders.

They often coexist with forest creatures and fey, but are quick to anger if they feel threatened.

 

Lair and Lair Actions

The forest-loving amber dragons sometimes compete for territory with green dragons. However, a forest controlled by an amber dragon is easy to spot. The moss-covered trees grow in verdant green patches deep in the heart of the forest. Branches are cleared from trees in a way that will allow for the large creature's flight beneath the canopy. All of the standing trees appear to be in good condition. Any dead trees are felled and some are torn to shreds or partially buried.

At the center of its territory, an amber dragon chooses a grotto or grove with  high canopy for its lair, preferring an entrance hidden from prying eyes. Some might even conceal the entrances to their lairs with vegetation. The dragon will find a high bough on which to roost. Amber dragons do not seek treasure, but sometimes their lairs contain items of worth left by fallen foes.

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.
  • The creatures living in and around the dragon's lair chitter, howl and chirp loudly, confusing and distracting the dragon's enemies. The sound is so loud that creatures further away than 10 feet are unable to communicate verbally. Any concentration rolls made by enemy creatures have disadvantage until the next lair action. Also, Any intelligence or wisdom ability checks are made with disadvantage.
  • Within the entire lair, magical fog rises from the ground obscuring lines of sight outside of 15ft. Ranged attacks and spells that roll to hit are at disadvantage if the distance is greater than 15 ft. Spells that require line of sight to the target cannot be cast from further than 15 ft. away. The fog dissipates when the dragon uses this lair action again or when the dragon dies.

 

Habitat: Forest

TheNurge

Comments

Posts Quoted:
Reply
Clear All Quotes