Huge Dragon, Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 256 (20d12 + 125)
Speed 40 ft., Fly 80 ft., Swim 40 ft., Climb 40 ft., Burrow 30 ft.
STR
27 (+8)
DEX
16 (+3)
CON
22 (+6)
INT
18 (+4)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws DEX +9, CON +12, WIS +8, CHA +11
Skills Perception +14, Persuasion +13, Stealth +8
Damage Resistances Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

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.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing 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 20 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Colored Breath. The dragon exhales a colored gas in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (12d10) damage of the dragon's choosing on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or have their walking speed decreased to 10 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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.

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 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A very proud dragon, it dislikes being hurt and will usually fly away from the source of injury. But if what injured the Color dragon is threatening it's lair, the dragon will fiercely defend the lair to it's final breath. It can be any color of the spectrum, except for white or black.

Lair and Lair Actions

A Color Dragon’s Lair

Color dragons create their lairs on lush islands where they can do as they wish without observation of others.

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:

  • One creature that the dragon can see must succeed on a DC 16 Dexterity saving throw or suddenly sink into quicksand that the dragon imagines into existence. To escape, the creature must use it's action to make a DC 15 Strength saving throw and succeed. If not, it is Restrained until initiative count 20 next round.
  • The dragon chooses one creature it can see within 80 feet of it and causes the creature to make a DC 16 constitution saving throw or get covered in a paint-like substance, reducing it's walking speed by half and causes it to be blinded until initiative count 20 the next round.

Regional Effects

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

  • Everything within a 5 mile radius of the dragon's lair has a tint of whatever color the dragon is.
  • Small blobs of paint the color of the dragon manifest within 6 miles of the lair and take the shape of the dragon, except about 3 feet tall. They run around, appearing to be playing with each other. If one is touched, it will immediately collapse into a puddle and reform 10 seconds later, not appearing to be disturbed by what happened. If the dragon is in it's lair and there are creatures approaching the lair, they will warn the dragon. They make loud chirruping noises. If a creature draws a weapon within striking distance of one or more of these, all in striking range will dive into the ground. They will not fight.
  • The ground 1 mile from the lair becomes strangely squishy with a texture of paint, becoming difficult terrain.

If the dragon dies, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
1/23/2022 8:26:29 PM
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Coming Soon

Habitat: Coastal

emilyhq09

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