Camouflaged Body. The dragon has advantage on Dexterity (Stealth) checks made in darkness, on gray terrain or lightly obscured by smoke or dust.
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: +10 to hit, reach 10 ft., 1 target. Hit: 17 (2d12 + 4) piercing damage plus 4 (1d8) poison damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 13 (2d10 + 2) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 17 (2d10 + 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.
Smoke Breath (Recharge 5-6). The dragon exhales smoke in a 30-foot cone. Each creature in that area must make a DC 18 Constitution Saving Throw, taking 45 (10d8) poison damage and becoming blinded on a failed save, or half as much and not being blinded 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. 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
Descendants of the black and white dragons, gray dragons are just as chaotic and deadly as them, but with a smoke breath that feels surprisingly cold. They have gray scales, stony blue eyes and horns that curl backwards before pointing in front of them, their tails are shorter and more stubby than most dragons'.
Primal Savagery. Gray dragons are less intelligent than most dragons, like their white ancestors, but still have the cruelty and sadism from their black ones, this leads to gray dragons being the most barbaric dragons to exist.
Rotting Trophies. Due to their barbaric nature, gray dragons find the skulls, bones and items of their enemies to be the greatest reward, which they scatter about their lairs to show off, and without much care put into them, they rot, creating a deadly atmosphere only they can withstand.
Lair and Lair Actions
A mouldy and foul cave laying in either a mountain or a swamp, wherever the dragon has grown up in, in this horrible place, the dragon rests amongst the bones of it's victims, which it looks upon and smirks with cruel sadism. An invisible gas leaks from the cave, killing the nearby vegetation it flows through.
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:
- Condense Atmosphere. The dragon gathers the already deadly gas into a 30-foot radius sphere until it dismisses it as an action, uses this lair action or dies. Each creature that starts it's turn within the area must make a DC 16 Constitution Saving Throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful. If a creature spends multiple turns in the gas, they must make an additional DC 14 Constitution Saving Throw at the end of their turns within, falling unconscious until they are slapped awake or take damage on a failed save. Creatures that don't breathe are unaffected.
- Stalactite Break. The dragon stomps, making the cave shake which causes stalactites to fall from the ceiling in a 20-foot radius, 120-foot tall cylinder. Each creature in that area must make a DC 16 Dexterity Saving Throw, taking 14 (4d6) piercing damage on a failed save.
- Pitfall. The dragon breaks the floor open, creating a 15-foot radius, 15-foot deep hole with stalagmites. If a creature falls into the hole, it takes 15 (6d4) piercing damage.
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 area within 1 mile of the lair is riddled with dried rivers and lakes, covered in ash and soot.
- The trees are shorter and only have leaves int the summer and early autumn.
- Sound travels half the distance it normally would, this affects spells and magical effects such as Message and [spell]Healing Word [spell].
If the dragon dies, these effects fade over the course of 3d4 days.
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