Amphibious. The orange dragon can breathe water and air.
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: 18 (2d10 + 7) piercing damage plus 5 (1d10) fire damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. The Dragon can choose to coil its tail and prepare a lunge instead of attacking. If it does so the effective range of its breath weapon is now 90 ft.
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 17 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.
Explosive Breath (Recharge 5–6). The dragon exhales a combination of sticky oil and concentrated super heated sodium in a 70-foot line that is 5 feet wide. Its range can extend to a maximum 90-foot line if the dragon is able to execute a coiled lunge as it attacks. Each creature in that line must make a DC 19 Dexterity saving throw, or is coated in the breath mixture. Coated creatures take 15 (3d10) fire damage on impact, then another 15 (3d10) fire damage on their next turn, then on their following turn they explode in a 15 ft radius taking 40 (8d10) fire damage. All creatures in range of the explosion must make a DC 19 Dexterity save or also suffer 40 (8d10) fire damage or half as much on a successful save. This explosion is triggered instantly if the breath mixture is exposed to water. The breath mixture can only be removed with an entire vial of universal solvent or by placing the effected creature in an area with no oxygen, such as a bag of holding.
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, or coils its tail.
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 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
These dragons are extremely territorial and will seek to dominate any humanoids within the dragon's established territory that do not leave when the dragon arrives. They are apex predators and are best described as tyrannical. They will kill for food, sport, or to collect treasures for their hordes. This dragon is among the most likely of the more intelligent chromatic dragons to unleash its breath attack simply to enjoy the screams of its victims. They are sadistic and creative.
They do have a trend to keep their wings pressed to their back and stalk along on all fours resembling an giant crocodile. Their tail attack can also be used to extend the range of their breath weapon or to strike like a snake out from a burrow, tunnel, or from underwater. Their territories are usually made up of a multitude of tunnels, creating a completely or partially underwater maze, and the air within is particularly muggy and smells of earth and oil.
The orange dragon's breath weapon is a chemical mix of sticky oil and concentrated super heated sodium. The breath mixture will adhere to anything it hits and then set it on fire. If exposed to water the sodium reacts violently, creating enormous amounts of hydrogen and light very quickly. The resulting explosion delights the orange dragon.
If you are attacked by an orange dragon do not panic or scream. Play dead and hope it has fed recently. If you're lucky it will get bored and leave.
Lair and Lair Actions
Orange dragons make their lairs in jungles preferring temperate climates with access to fresh and salt water. Beware the areas where rivers run into the sea especially if jungles are nearby, but in truth any wide river with a muddy bank in a rain forest like climate can suffice. They use their super heated sodium breath and their burrowing/swimming ability to carve out tunnels beneath shorelines, river banks, and along the ocean floor.
An orange dragon will collapse the caverns and tunnels that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed, drowned, or suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.
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:
- A circle of ground in a 20 ft radius that the dragon can see within 120ft of the it becomes quicksand sucking all creatures in. Creatures within the 20ft circle of quicksand must make a DC 15 Dex save or be restrained by the mire. The creature can be freed if it or any non-restrained creature makes a DC 15 strength save as an action pulling it out. The earth dries rapidly when the dragon dies or it takes this lair action again. A creature that starts 5 turns within the quicksand is sucked under and begins to suffocate.
- Pools of water the dragon can see within 120 feet of it can surge outward in a grasping tide. Any creature on the ground within 20ft of such a pool must make a DC 15 Strength save or be pushed 15ft in a direction and be knocked prone.
- The dragon creates a thick mist, effects exactly that of the [Tooltip Not Found] which lasts until initiative count 20 of the next round.
Regional Effects
The region containing a legendary orange dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- It leaves no physical evidence of its passage unless it wishes to and takes no damage from non-magical non-creature plants.
- Waters within 1 mile of the lair are unnaturally warm and fouled tasting of oil.
- Quagmires form around the lair, that can be spotted with a DC 15 Survival check. Anyone stepping into them begins to be sucked under. Each turn a creature starts within the quagmire it must make a progressively more difficult strength check to free itself (14, 17, then 20 and every turn thereafter). After 3 turns it is fully submerged and begins to suffocate.
If the dragon dies these effects abate within 1d10 days.
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