Camouflage. The bloom tongue dragon's skin changes color to blend into the environment, has advantage on all stealth checks.
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 two attacks: one with its bite and one with its gore or one with its tongue and one swallow.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 6) piercing damage.
Tongue. Melee Weapon Attack: +11 to hit, reach 20 ft., one creature. Hit: 13 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16). The target is pulled into the dragons mouth. Until this grapple ends, the creature is restrained, and the dragon can't Bite or Swallow another target.
Swallow. The dragon makes one bite attack against a medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 5 (2d4) acid damage at the start of each of the chameleon's turns. The dragon can have only one target swallowed at a time. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting 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.
Paralyzing Breath (Recharge 5–6). The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or become paralyzed until the start or the dragon's next turn. This effect ends for a creature if the creature takes damage.
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.
Disengage. The dragon makes either the Disengage action or a Dexterity (Stealth) check.
Gore Attack. The dragon makes a gore 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.
Lair and Lair Actions
Bloom tongue dragons dwell in dense forests or savage jungles outside of civilization. A bloom tongue dragon’s lair is a tree canopy or a hollow in a giant tree well hidden by lairs of foliage. Often found hanging from large tree limbs perfectly still utilizing its color changing skin it mimic trees or leaves, waiting for it's prey to stumble too close. The lair is littered with the regurgitated bones of previous victims, watched over by rare gemstones. Centipedes, scorpions, spiders, and snakes infest the lair, which is filled with the stench of death and decay.
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 roots and vines 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 roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- A wall of tangled brush bristling with thorns 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) piercing 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 fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Magical fog 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 black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
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