Large Dragon, Neutral
Armor Class 18 (natural armor)
Hit Points 190 (19d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws DEX +4, CON +9, WIS +4, CHA +8
Skills Perception +4, Stealth +4
Damage Immunities Fire
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Aura of Humidity: the area within 10 feet of you is considered difficult terrain. 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Steam Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Description

The odor of sweat and musk surrounds a drought dragon, whose swept-back horns and spinal frill define its silhouette.Looking at the drought dragon shows a level of heat distortion, an effect that occurs when the ground becomes so hot that the rising heat waves distort your view and perception. Older drought dragons have a very potent heat distortion effect around them that makes it difficult to look at them directly.

Lair and Lair Actions

A Drought Dragon’s Lair

Drought dragon's lair in  deserts or places with high humidity and on rare occasions within the caverns of lava that they take from red dragons.Caves with volcanic or geothermal activity are the most highly prized red dragon lairs and as such the perfect prize of a strong enough Drought dragon, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

 

A member of the rare Disaster dragon family, drought dragons go up in status based on the number of red dragon lairs it takes, and on rare occasions even try to take from copper dragons and other dragons from the fire bloodline. 

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

 

 

Regional Effects

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

  • Hot winds are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are boiling constantly or more commonly completely dried out.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire and Earth, allowing creatures of elemental fire and earth into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: DesertMountain

AgniAvis72

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