Spiny Scales. At the start of each of its turns, the dragon deals 5 (1d10) piercing damage to any creature grappling it.
Aerobatics. While the dragon is flying, it gains +3 to its AC and has advantage on Dexterity saving throws.
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.
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.
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 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed 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.
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 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to a quarter of its flying speed.
Description
Being wanders by nature, gray dragons will travel far and wide for strange and exotic treasures to add to their "collection", and are also fond of learning new things. They can be easily impressed by shows of intelligence and/or wealth, and just as easily become envious of that being.
Gray dragons have a rather strange appearance when compared to the rest of its chromatic brethren, having feathers in place of a spiny frill that conceals their sharp spines alongside massive wings. Their mottled gray scales are surprisingly tough yet flexible, protecting the dragon while still allowing it to maintain its flexibility. Their flexibility is also assisted by its long and sinuous form, where it frequently makes use of it long neck and whip-like tail in battle.
Lair and Lair Actions
Loving the open skies, gray dragons often compete with white, red and silver dragons for territory in mountainous regions, though it's not unheard of for a white dragon and gray dragon to be in close proximity, albeit with the white dragon being subservient. An area controlled by a legendary gray dragon have a constant, strong wind blowing from the mountains with dark clouds blocking the sun. The land is barren and devoid of most, if not all, cover, a result of the intense winds that plague the area.
Either deep within the mountains or on the border, a gray dragon chooses a cave in a sheer cliff or close to the top of a ravine as the steep drop-offs help deter intruders. When they leave their lair, most will block off the entrance with a rockslide to protect their hoard.
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 strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
Regional Effects
The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Dark, stormy clouds cover the skies within 6 miles of the lair.
- Within 6 miles of its lair, tornados, dust devils, sandstorms, and/or other wind-related phenomenon are frequent, with what it being depending on the surrounding environment. Both a tornado and a dust devil have the statistics of an air elemental, but they can't fly, have a speed of 50 feet, and have an Intelligence and Charisma of 1 (−5). The closer a creature is to the lair, the stronger the winds blow as well as more intense wind-related weather phenomenon.
- The surrounding terrain within 6 miles of the lair lacks trees and other large structures excluding those well-anchored and all Dexterity (Stealth) checks are at disadvantage. Within 1 mile of its lair, the landscape is completely void of anything higher than 1 foot.
If the dragon dies, all wind-related effects disappear immediately, and the clouds abate within 1d10 days. The terrain remains the same.