Earth Burrow. The lagon can burrow through nonmagical, unworked earth and stone. It does this to help make a lair.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 4) piercing damage.
Breath Weapons (Recharge 5–6). The lagon uses one of the following breath weapons.
Fire Breath. The brass head exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 28 (8d10) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The brass head exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 2 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Acid Breath. The copper head exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 33 (8d10) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The copper head exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
The lagon 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 lagon regains spent legendary actions at the start of its turn.
Detect. The lagon makes a Wisdom (Perception) check.
Tail Attack. The lagon makes a tail attack.
Wing Attack (Costs 2 Actions). The lagon 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 lagon can then fly up to half its flying speed.
Description
Lagons are hybrids of two dragons, that are not true dragons. They combine the statistics of two true dragon wyrmlings. They have the heads of both dragons that they combine. If they have the heads of a bronze dragon and a silver dragon, others call it a Bronzesilver Lagon. Lagons often have two dragons of the same alignment, other than the Redgold Lagon, which can be any alignment. This is a Copperbrass Lagon, a lagon that has the copper and brass dragons jumbled into it. Each head has its own thoughts and personality.
Lair and Lair Actions
A Copperbrass Lagon's Lair
Copperbrass lagons dwell in a ruin, canyon, or cave network with ceiling holes to allow for sunlight, where they make their lairs in the center using. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are displayed in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden. Its lair is a maze that has a simple trick that will help you always be able to find the lair, yet no one has figured this out: Go left three times, and then right. Do this over and over, and the lair will be found.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A strong wind blows around the dragon. Each creature within 60 feet of the lagon 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.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the lagon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.
- The lagon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
- The lagon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
Regional Effects
The region containing a legendary copperbrass lagon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Magic carvings of the lagon can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
- Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
- Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
- Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas where the dragon prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion because objects pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.
If the lagon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately, but the tracks stay.
Previous Versions
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