Large Dragon, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 180 (17d10 + 75)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
17 (+3)
DEX
20 (+5)
CON
17 (+3)
INT
25 (+7)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws DEX +10, WIS +9, CHA +9
Skills Arcana +8, Perception +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Fire
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Dwarvish
Challenge 14 (11,500 XP)
Proficiency Bonus +5
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.

Freedom of Movement: The dragon can move on difficult terrain of stone and dirt without impediment.

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

Acid Breath (Recharge 5–6). The 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.

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.

Earthen Withdrawal: The dragon burrows into the ground, remaining until recast or until 3 turns have passed. The dragon can move 80 feet through the ground while it is in effect, and is unable to attack or cast spells. Upon recast or the 3rd turn, the dragon bursts from the ground, forcing all creatures in a 20 foot space to make a DC 16 Dexterity check, or take 36(8d8) bludgeoning damage and be knocked prone.

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

Clay dragons are slightly larger than white dragons, but are smaller than most dragons. They are often deemed as kind and gentle, willing to be amongst humanoid races so long as they are left mostly alone. Unlike chromatic or metallic dragons, clay dragons seem to defer to Asgorath rather than Bahamut or Tiamat. They are more social than most dragons, and often live in large groups, exchanging treasures among themselves and humanoids. Among all other dragons, they deem blue dragons as the most respectable, and reds as the most vile. Clay dragons mate for life, and raise their eggs lovingly, even making their nests out of clay for the hatchlings to eat directly.

Lair and Lair Actions

Clay dragons live in hills and mountains, in large clay deposits. Their treasure is often more simplistic, such as simpler armor and pottery, and is willing to exchange items in its hoard with others it deems equal in value. It enjoys raw clay and beef, which it considers as delicacies, and clay dragons are willing to trade highly for them.

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 fine mist surrounds the lair, forcing all creatures within to make a DC 16 Perception check or have obscured vision and disadvantage on all attacks. This effect persists until another lair action is taken.
  • The ground of the lair morphs and attempts to restrain all creatures within, forcing all creatures to make a DC 17 Dexterity check or be unable to move. This effect ends when another lair action is taken or a creature succeeds on a DC 17 Athletics check. Ranged attacks and Spiritual Weapons are still fully usable.
  • A poisonous fog surrounds the lair. All creatures within must make a DC 17 Constitution check or take 36(8d8) acid damage.

Regional Effects

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

  • The land within 4 miles of the dragon's lair becomes fertile and full of nutrients for plant life.
  • A light mist surrounds the lair for 2 miles.

Habitat: HillMountain

TheGreatRasputin65

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