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: +16 to hit, reach 15ft., one creature. Hit: 25 (3d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one creature. Hit: 22 (3d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20ft., one creature. Hit: 20 (2d10 + 9) 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 20 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.
Sodium Breath (Recharge 5-6). The dragon exhales pure liquid sodium in a 60-foot line that is 5 feet wide. Each unoccupied space in the line that contains any amount of exposed water causes an explosion which deals 38 (7d10) fire damage to all creatures and objects within 15 feet, or half as much on a successful DC 22 Dexterity saving throw. Each creature in that line must succeed on a DC 22 Dexterity saving throw or be coated in foul smelling sodium slime. At the start of the dragon's next turn the sodium ignites and all creatures covered in sodium take 82 (15d10) fire damage. If a creature covered in sodium comes into contact with water before the sodium ignites, the sodium coating the creature explodes causing all creatures and objects within 15 feet of the victim to take 82 (15d10) fire damage, or half as much on a DC 22 Dexterity saving throw. The primary victim automatically fails this save. A creature can use an action to douse themselves or an adjacent ally in oil to prevent the sodium slime from exploding for 1d4 hours, however, this will not prevent detonation due to exposure to water or future sodium breath attacks from exploding.
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Reaction Name. Enter the description for your action.
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 (Costs 1 Actions). The dragon makes a Wisdom (Perception) check.
Tail attack (Costs 1 Actions). 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 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half of its flying speed.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
Orange dragons make their homes along the riverbanks and lakeshores of steamy tropical rain forests. The more damp and wet the environment, the better. They favor such locations because the natural moisture can help limit the spread of fire, and it also provides plenty of standing water for them to target with their explosive sodium breath. They make their lairs deep in the thick of the jungle, ideally in caves that are behind waterfalls or only accessible by traveling underwater. If they can find a cave with a stream flowing through it, that is their first choice of nest.
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 ground splits open, allowing water to rush in, covering a 30 foot radius centered on a location of the dragon's choosing within 60 feet of it in 2 feet of water. This area is difficult terrain for creatures without a swimming speed and any creatures in the area when it fractures must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- The dragon causes stalactites formed from salt-rock to fall from the ceiling of its lair on up to 3 target creatures within 60 feet of it. Each creature takes 27 (6d8) piercing damage, or half as much on a DC 15 Dexterity saving throw.
- Steam leaks from a crack within the dragon's lair and fills a 50 foot area the dragon can see within 120 feet of it. This area becomes heavily obscured and all creatures within this are when this lair action is used must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute.
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:
- Water sources within 1 mile of the dragon's lair are supernaturally warm and salty.
- All flora within 6 miles of the dragon's lair grow up to 10 times their original size, especially flowers with bright and brilliant colors. All flowers in this area also give off a sickly sweet aroma.
- Portions of the undergrowth with 6 miles are imbued with a facsimile of sentience. Shambling mounds, blights, malevolent treants, and other plant creatures are much more common.
If the dragon dies, all plant creatures created as a result of its existence become normal plants. All other regional effects fade over the course of 3d10 days.
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