Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.
Water Diviner. Once per day, as an action, the dragon can create water as if it had cast create or destroy water.
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: +12 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 16 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.
Acid Breath (Recharge 5–6). The dragon exhales lightning in a 90--foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
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.
Burrow (Costs 2 Actions). The dragon dives forcefully into the earth. Each creature within 20 ft. of the dragon must succeed on a DC 20 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. The dragon can then move through the earth up to its full burrow speed, or up to half its burrow speed if it's moving through solid stone..
Lair and Lair Actions
Unlike other true dragons, brown dragons, also knows as sand or desert dragons, have only vestigial wings and cannot fly. They are however expert tunnelers, and are capable of moving through lose earth and sand with effortless speed. As such, they like to lair in large caverns, far below the desert sands, or in deep chambers that they carve into isolated mesas.
Rain never falls in the territory of a legendary brown dragon, laying waste to the region and eventually turning even a relatively fertile scrubland into a harsh and merciless desert where sandstorms provide the only relief from the blistering sun.
A brown dragon is an ambush predator. They will wait patiently beneath the sands of their desert homes for long days, sensing out the tiniest vibration of movement above. When they detect the presence of potential prey, they churn the sands above them into a deadly sand trap before ferociously attacking the helpless creature as it struggles to free itself.
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 use each lair action only once per day:
- While in its lair, the dragon casts disintegrate at its lowest level (DC 16).
- While within 1 mile of its lair, the dragon can use an action to conjure a dust devil.
- The dragon conjures a cyclonic sandstorm in a 20-foot radius cylinder that is up to 40 feet high, centred on a point that it can see within 120 feet of it. The area becomes heavily obscured, is difficult terrain for any creature that is flying or hovering, and ranged weapon attacks that pass through the area at any are made with disadvantage. The dragon can use a bonus action on each of its turns to move the sandstorm at a rate of 20 feet.
- While the dragon is underground and within 1 mile of its lair, it can cause the ground immediately above it to churn, forming a sand trap. The earth in a 20-foot radius cylinder that is up to 30 feet high immediately becomes difficult terrain for any creature other than the dragon. On initiative count 20 on the next round, the ground becomes a slow-moving vortex of sand resembling a whirlpool. Any creature within the area at the beginning of its turn, or which enters the area during its turn, must succeed on a DC 15 Strength saving throw or become restrained. Each time a creature fails this saving throw, it is moved 5 feet towards the centre of the trap and sinks a little deeper into the shifting sands. A creature that fails three consecutive saves is buried by the sand, is blinded, and unable to breath. The vortex lasts up to 1 minute, or until the dragon loses concentration or moves out from under the vortex. On its turn, the dragon may make a bite attack with advantage against any creature that is buried in the sand.
Regional Effects
The region containing the dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
- While it remains motionless in its lair, the range of the dragon’s tremorsense is doubled.
- Dust devils scour the land within 3 mile of the dragon’s lair. A Dust devil is a neutral aligned elemental, but is hostile to creatures other than the dragon.
- Clouds cannot naturally form or move within 6 miles of the dragon’s lair. Any magical effect that causes cloud cover, mist, fog, rain or some similar weather effect lasts half as long as normal.
If the dragon dies, all of these effects end immediately, and clouds once again form naturally in the region.
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