Amphibious. The dragon can breath in and out of water
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold 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 14 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.
Pressure Breath (Recharge 5–6). The dragon exhales a 60-foot cone of pressurized water. Each creature in that area must make a DC 22 Constitution saving throw, taking 10d10 piercing damage as well as having disadvantage for all attack rolls for that creature’s next turn on a failed save, or half as much damage on a successful one with no additional effects.
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 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.
Lair and Lair Actions
A gray Dragon’s Lair
gray dragons lair on islands with flooded caves
A legendary gray dragon’s innate magic causes rain to be unnaturally uncommon around the lair.
the floor around the lair is a treacherous mass of thick hidden quicksand pits, and slippery slopes. Causing foes to struggle to move.
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:
- Thick fog fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog has disadvantage on constitution, dexterity, and wisdom saving throws. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- the dragon chooses a 30 by 20 ft rectangle that it sees to make a thick deep quicksand, any creature in the area’s speed becomes 0 and must make a DC15 DEX check to escape each turn after 4 fail saves the creature takes 2d6 bludgeoning damage and can Only move at half their movement speed in the area
Previous Versions
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1/5/2023 2:17:28 PM
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Coming Soon
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