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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 19 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Explosion Breath. The dragon exhales a gaseous explosion in an 90-foot line that is 15 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) force damage on a failed save, or half as much damage on a successful one. Moreover, if hit, the creature is knocked back 10 feet.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
An Orange Dragon’s Lair
Orange dragons dwell in taiga forests and in pine tree mists, where they make their lairs in nearby caves or on misty islands.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point on the ground that it can see within 120 feet of it. This point now acts as a landmine, and if any suitable amount of pressure is placed upon it, it will explode, causing 3d10 damage to anyone within a 5 foot radius of the landmine.
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:
- Any creature that steps foot in a 6 mile radius of the dragons lair instantly becomes tense and anxious. They begin to see mirages of peering eyes, moving shadows, and shifting foliage. They may hear sounds of feel as if someone is watching them, which is probably true.
- thick fog obscures the land within 6 miles of the dragon's lair.
- Every now and then, creatures within the Orange Dragon's region will hear deafening explosions, when no explosions have actually occurred. Likewise, creatures occasional smell smoke or find large craters.
Comments