Huge Dragon, Neutral
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
21 (+5)
DEX
12 (+1)
CON
21 (+5)
INT
15 (+2)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws DEX +5, CON +9, WIS +8, CHA +8
Skills Nature +6, Perception +12, Stealth +9, Survival +8
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Druidic, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Magnetize. The dragon afflicts any metal on one creature it can see within 120 ft. The creature must make a Wisdom saving throw DC 17 or become magnetized. A magnetized creature has disadvantage on attack rolls with metal weapons. If the creature wears metal armor or stands adjacent to a medium sized object of metal it is under the effects as of the slow spell.

 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its horn and two with its claws.

Horn. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 5) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) 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.

Sap Breath (Recharge 5–6). The dragon spews scalding, sticky sap in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save the creature takes 40 (9d8) fire damage and is restrained by sticky, hardening sap.  On a successful save, the creature takes half as much damage and isn't restrained. The restrained creature must make a strength saving throw DC 17 at the end of its next turn, becoming paralyzed on a failure as the sap hardens into resin or ending the effect on a success. Any creatures paralyzed by this effect are suffocating and can repeat the saving throw at the end of their turn. 

Another creature can destroy the resin. The resin has 20 hp and an AC of 15. Any creature trapped inside the resin takes half the damage.

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 and its Spellcasting action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Spellcasting. The dragon casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
At will: beast sense, entangle, speak with animals
3/day each: animal messenger, blink,  dominate beast, faerie fire, pass without a trace, cure wounds
1/day each: commune with nature (as an action)

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.

Claw Attack. The dragon makes a claw attack.

Spellcasting (Costs 2 Actions). The dragon uses Spellcasting.

Magnetize (Costs 2 Actions). The dragon uses Magnetize.

Description

Amber dragons are perhaps the most solitary and aloof of all the neutral dragons, preferring to wander throughout the heavily forested regions that they call home, Although not unfriendly these dragons are so closely attuned to their natural surroundings that their moods often reflect the capricious nature of the elements.
Amber dragons possess a thick, bark-like skin that ranges In dull gray to dark brown. Their eyes are the color of rich amber, and they have a long (1-foot) homed prow. In addition, an amber dragon's feet end in sharp, scythe-like claws.
These dragons speak their own language as well as various druidic tongues. They can communicate telepathically with druids and other forest-dwelling creatures, such as elves, gnomes, sprites, and brownies.

Amber dragons subsist by drinking the thick sap of coniferous trees. They extract the sap by plunging their homed prow beneath the bark of a tree Druids and rangers familiar with amber dragons can detect their presence by the distinctive triangular mark they leave.

An Amber Dragon's lair
An amber dragon does not make lairs in the traditional sense for dragons. They lair in meadows, clearings, groves and other places in the forest surrounded by great ancient trees, rare herbs or beautiful flower fields. Notably not single blade of grass gets crushed by the dragon.

Lair Actions
on initiative count 20(losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action twice in a row:
- The dragon animates a part of the forest and creates a Shambling Mound in its lair. The shambling mound dissolves at the start of the next lair action.
- Pollen are released in an area of 20 feet radius that the dragon can see within 120 feet. all creatures in that area need to make a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn.
- the entire lair grows wild and difficult to get through. The ground in the lair becomes difficult terrain until initiative round 20 next round.

Regional Effects
The region surrounding a legendary amber dragon's territory is altered by the dragon's magic, creating one or more of the following effects:

Alter Weather. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
Fey Lure. 
Small fey of good or neutral alignment are attracted to the woods in 6 miles around the lair.
Plant Growth.
 Plants and trees grow vigorously in an amber dragon's territory, reaching great heights and produce many fruits, nuts and sap. Plant-type creatures gain 2 temporary hit points for each hit die they possess. Eating fruits and nuts gains you 2 temporary hp.

(Author's note: while an amber dragon does not make lairs and thereby would also not be able to establish regional effects, I decided to play more loosely by disregarding how dragons tend to make lairs in caverns or abandoned buildings for it's sake. Also this is a 2nd edition creature transferred to 5th edition, stuff changes. I based this dragon on the stats of the Crystal dragon as it also has a low challenge rating. Since the amber dragon does not have a bite attack and thus no additional elemental damage, I shoved it all into the horn but weakened it and put the difference into the dragon's scythe like claws, putting it all into balance.)

Habitat: Forest

KimKimeraKimes

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