Landstride. The dragon can move through land-based difficult terrain without costing extra movement. It can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, it has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Earth Glide. The dragon can burrow through nonmagical, unworked earth and stone by expending half of its movement. While doing so, the elemental doesn't disturb the material it moves through.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) bludgeoning damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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.
Cavernous Breath (Recharge 5–6). The dragon exhales a cloud of fast moving sand and pebbles in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) bludgeoning 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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
While few exist, brown dragons are hardly known or seen by other inhabitants of the land. Those who have seen it know of the large, earthen rocks that protrude out of the dragon's large, brown scales near its neck. The brown dragon in nocturnal, stealthy hunting prey from the ground below in the night. Brown dragons are typically more stealthy and gluttonous than other dragons. Brown dragons tend to reside in grand caverns or intricate tunnels underground
Lair and Lair Actions
The cavern-loving brown dragons sometimes compete for territory with blue dragons in mountain tops and with white dragons in subarctic taiga. However, a cavern controlled by a brown dragon is not easy to spot. A perpetual fog hangs in the air in a legendary brown dragon’s tunnels, carrying an earthen whiff of the creature’s cavernous breath. The stalagmite and stalactite ridden caverns have many hidden winding pathways that trace their way like a maze into the heart of the mountain or earth.
At the center of its cavern, a brown dragon chooses a single cave, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with rocks.
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:
- Grasping rocks and pebbles erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the ground. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The rocks and pebbles wilt away when the dragon uses this lair action again or when the dragon dies.
- A wall of earth springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) bludgeoning damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to bludgeoning damage and thunder damage, resistance to slashing and piercing damage, and immunity to psychic damage and force damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Magical sand cloud billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Stalactites extend to form labyrinthine passages within 1 mile of the dragon’s lair. The stalactites act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the stalactites , with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the stalactites or take 3 (1d6) piercing damage from sharp stones.
Each 10-foot-cube of stalactites has AC 5, 30 hit points, resistance to slashing and piercing damage, vulnerability to bludgeoning damage, and immunity to psychic and thunder damage. - Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from the land in this area that are neither magical nor creatures, including the stalactites described above. The land impediments remove themselves from the dragon’s path.
- Crystals within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the crystals lose their supernatural link to it. The crystals and cavern remains, but within 1d10 days, they crash and fall, becoming normal difficult terrain.
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