Huge Dragon, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 169 (15d12 + 64)
Speed 50 ft., Burrow 50 ft., Fly 100 ft., Swim 50 ft.
STR
17 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, CON +8, WIS +6, CHA +8
Skills Perception +6, Stealth +9
Damage Immunities Slashing
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 60ft, Passive Perception 16
Languages Draconic (unique dialect)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

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

Actions

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: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) slashing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) 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.

Salt Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 16 (3d10) slashing damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn.  

Legendary Actions

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.

Slither. The dragon makes a Dexterity (Stealth) check and attempts to hide.

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 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Yellow Dragon’s Lair

Yellow dragons craft their layers meticulously using massive claws to carve and burrow underground dens that suit their needs precisely. Their favorite place to nest is within coastal cliffs that provide easy access to the sea. 

The area surrounding a yellow dragon's lair is plagued by strong winds that carry salt in their wake. This causes any stones or structures in the area to erode and become very smooth over time. Anything made of metal is also more prone to rust and decay. 

Anywhere near the dragon’s lair is bound to be filled with clever and unique traps to deter or kill any unwanted 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:

  • The air within a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it becomes saturated with fine salt. Each creature in the area must make a DC 10 Constitution saving throw, taking 11 (2d10) poison damage and be knocked prone on a failed save, or half as much damage on a successful one.
  • A jet of hot saline air bursts from the floor, ceiling, or wall of the dragon’s lair targeting a single creature who must succeed on a DC 10 Dexterity saving throw or take 10 (3d6) fire damage and be blinded until the end of their next turn.
  • The ground collapses into a sinkhole beneath the feet of a single creature within 60 feet of the dragon. The target must succeed on a DC 10 Strength saving throw or be restrained until the end of their next turn.

Regional Effects

The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • High velocity winds ravage the landscape within 6 miles of the dragon’s lair. 
  • Any body of water within 6 miles of the dragon’s lair becomes salty. Containers holding water also become salty and undrinkable for most creatures if they remain within this radius for more than 24 hours. 
  • The area within 1 mile of the dragon’s lair becomes a salt flat, killing off all vegetation in the area and eventually flattening the surfaces of hills and marshes into an encrusted sheet of fine rock salt.

 the dragon dies, any water that would not typically have sat in it returns to normal within 1d10 days and the winds return to normal immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2022 2:34:13 PM
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Coming Soon

Habitat: CoastalDesert

Blitzen_Caliburn

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