Huge Dragon (Chromatic), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 205 (17d12 + 85)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +6, CON +10, WIS +6, CHA +8
Skills Perception +11, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. The beaver dragon can breathe only air, but can hold its breath for 1d10 minutes at a time without penalty.

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

Actions

Multiattack. The beaver dragon can use its Tail Slap attack to also induce the Frightened effect on all creatures within range. 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 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail Swipe. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Tail Slap. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.  Slapping the tail on the water casts Thunderwave away from the back of the beaver dragon. It also allows the beaver dragon to simultaneously cast Control Water, to cause the local water level to rise by five feet with brackish, acidic water. This causes players to take 1d6 at the start of their turn, each turn they are standing in the water. They must also roll a CON Save each time they take 10 damage from the water. If they fail, they gain the status effect Poisoned.

Frightful Presence. Each creature of the beaver dragon's choice that is within 120 feet of the beaver 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.

Acid Breath (Recharge 5–6). The beaver dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Splinter Breath (Recharge 5–6). The beaver dragon exhales a hail of splinters in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a DC 18 Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

Reactions

Once per round as a reaction at the end of someone's turn, the beaver dragon can cause any tree within 60 feet of it to fall in the direction of its choosing. If this tree is falling on a creature, the creature must roll a DEX saving throw or take (2d10 ) bludgeoning damage, and be grappled under the tree. DC 18 STR to move the tree off a creature that is pinned. DC 18 CON save to take no further damage. On a fail, the creature takes an additional 1d10 bludgeoning damage.

Legendary Actions

The beaver 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 beaver dragon regains spent legendary actions at the start of its turn.

Detect. The beaver dragon makes a Wisdom (Perception) check.

Tail Attack. The beaver dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The beaver 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 beaver dragon can then fly up to half its flying speed.

Description

Scales mimicking the pelt of a mammalian beaver, and a tail broad and flat, the beaver dragon is the most feared of the dragon-kin.  It possesses the uncanny ability to foul whole waterways, and to level forests with its insatiable need for wood to create massive dams, holding back the acidic, fetid water that invariably generates in its vicinity.

Efforts to remove the dams created by the beaver dragon result in it not only restoring its initial dam, but in it seeking out the homes of those that sought to harm its creations, and creating a dam that would destroy their would-be destroyers.

Lair and Lair Actions

Beaver dragons dwell in swamps on the frayed edges of civilization. A beaver dragon’s lair is a carefully constructed dome of trees, often leading down into a submerged grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, 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:

  • Liquifaction of soils at a point of the beaver dragon's choosing. This causes difficult terrain 10-20 feet from the center point. Creatures from 0 to 10 feet must succeed on a DC 20 DEX saving throw or be pulled under the soil's surface. On their turn the creatures must succeed on a DC 15 Strength saving throw or remain grappled.  On a success, the creature frees themselves, but is on the ground and prone.  If the creature fails, normal rules of suffocation apply. 
  • Pools of water that the beaver dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the beaver dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Sharpened tree stumps erupt in a 30-foot-radius sphere around the beaver dragon (if on the ground) or at a point of the beaver dragon's choosing (if swimming, or flying). Theses tree stumps erupt with sufficient speed that creatures must make a DC 15 Dexterity saving throw or take 11 (2d10) piercing damage.  A creature takes half damage on a successful save.  That ground is considered difficult terrain for the remainder of the combat.

Regional Effects

The region containing a legendary beaver dragon’s lair is warped by the beaver 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 beaver dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

If the beaver dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: ForestSwamp

BoArtheus

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