Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead
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: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 7 (2d6) bludgeoning damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., as many targets as fit in a 5 by 5 square. Hit: 25 (2d12 + 12) 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.
Earthen Breath (Recharge 5–6). The dragon exhales blasts of magical earth in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) bludgeoning damage and be knocked prone on a failed save, or half as much damage on a successful one.
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 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Earthen Guard (Costs 2 Actions). This creature sets its speed to zero and gains a +4 boost to its ac.
Description
A metallic taste fills the mouth of all that surround a basalt dragon, whose rounded horns and rocky frill define its head's shadow. It breaks all that try to challenge it, and its heavy claws crack the ground with a tight grip when it is angry. Its tail possesses a large rocky ball at the end which it uses to bludgeon its opponents.
Lair and Lair Actions
Hidden deep with mineral rich caverns is where most Basalt dragons reside, smashing and bashing the hardest stones they can find. They take the weapons and armor of their prey and will hoard the most tough, especially magic items. For Basalt dragons, they don't reach adulthood until they have at least one artifact or similarly durable item.
Lair Actions
On initiative count 20 (losing initiative ties), the Basalt 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:
- The ground explodes upward on a point the dragon can see within 120 feet of it, creating a 20 ft high and 30 ft wide explosion of rock and earth. Each creature in that radius must make a DC 18 Dexterity saving throw or take 22 (5d8) bludgeoning damage and be knocked prone
- A tremor shakes the lair in a 80-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone.
- Rocks fall from the roof of the lair, all flying creatures must make a DC 20 Dexterity Saving throw or take 16 (3d10) bludgeoning and be knocked to the ground.
Regional Effects
The region containing a legendary Basalt dragon’s lair is warped and broken by its destructive magic, which creates one or more of the following effects:
- The ground is uneven and broken, making it all difficult terrain.
- The walls shake randomly, possibly causing cave-ins.
If the dragon dies, these effects fade over the course of 2d20 days due to the low magical nature of these changes.
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