Sound Imitation. A gray dragon can mimic any voice or sound it has heard, anytime it likes. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.
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: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 5 (1d10) acid damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or the gray dragon drains out the physic of the target reducing its constitution score by 1d6. If the target's constitution score is reduced to 0 they die and only by using the body of the same gray dragon in a special ritual or using a wish spell can revive the creature to 1 hp. otherwise a creature can't regain its constitution unless an effect similar to that of a greater restoration spell is used upon the creature.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone and grappled by its spikes (escape DC 20).
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
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.
Caustic Ooze Breath (Recharge 5–6). The dragon exhales a caustic ooze in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 55 (10d10) acid damage and is grappled by the ooze until the end of its next turn on a failed save. On a successful save, the creature takes half as much damage and isn’t grappled.
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 20 Dexterity saving throw or take 17 (3d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Gray dragons made their homes in rocky areas. They sometimes sealed up their lairs with boulders or other materials before leaving them, usually in the hunt for food, which they preferred to find far from their homes.
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:
- Glowing magical energy swirls across the dragon’s scales, granting the dragon resistance to bludgeoning, piercing, and slashing damage until initiative count 20 on the next round.
- Any creature that took damage from the dragon’s breath weapon on the dragon’s previous turn immediately takes 10 (3d6) damage of that type, as the breath weapon’s energy lingers and clings to its targets.
- The dragon rolls a d6. On a 6, it recharges its breath weapon action.
Regional Effects
The region containing a legendary gray dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The terrain within 6 miles of the lair actively works to foil stealth, giving creatures other than the dragon disadvantage on Dexterity (Stealth) checks. Leaves change color to contrast with those trying to hide among them, branches move to reveal creatures, fog clears, and so on.
- The dragon’s visage appears in cloud formations above the lair, giving the impression that the dragon is watching intruders.
If the dragon dies the effects fade over 1d10 days.
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