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 7 (2d6) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 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.
Rot Breath (Recharge 5–6). The dragon exhales noxious breath in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) acid damage on a failed save, or half as much damage on a successful one.
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.
Pseudopod Attack (Costs 2 Actions). The dragon lashes out with its pseudopods. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and become grappled. The dragon can then raise grappled creatures up to 20 feet in the air. A grappled creature takes 9 (1d4 + 6) acid damage on the start of its turn and can use its action to roll a DC 15 Strength saving throw to free itself.
Description
The odor of death and decay surrounds a rot dragon, whose jagged horns and rot-coated pseudopods define its silhouette. Its round snout vents clouds of acidic rot at all times, and its dull eyes spark with ancient life when it is alerted to prey.
Lair and Lair Actions
A Rot Dragon’s Lair
Rot dragons lair in regions that are overgrown with rot, whether they be in open regions or enclosed caves. It tends to nestle in rot growths and use the acidic puddles to trap and dissolve its prey, adding to the growth of the rot and further reinforcing its lair.
While its hoard is well protected by growths of rot mushrooms, a rot dragon only ventures outside of its lair when it seeks new prey or growths of rot to expand its lair.
Throughout the lair complex, the rot continues to spread and consume the land around it. As such, rot dragons are a major contributor to the spread of rot, and eliminating their lairs is a significant step in halting the rot's rapid growth across the land.
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:
- Growths of rot swell from a point on the ground the dragon can see within 120 feet of it, creating a 10-foot-high, 5-foot-radius mushroom that emits a cloud of rot. Each creature in the mushroom's area must make a DC 13 Constitution saving throw, taking 14 (3d6) poison damage on a failed save and be poisoned until the end of its next turn. On a successful save, the creature takes half the damage and is not poisoned.
- 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.
- Noxious gases emit from the rot-covered ground in a 10-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 rot dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Rot growths are warped and spread faster within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are tainted by rot, even underground wells.
- The region of decay is appealing to many rot-infested creatures. As such, there is a greater quantity of rot and undead creatures within 1 mile of the lair.
If the dragon dies, these effects fade over the course of 1d10 days. Upon the dragon's death, the rot growth immediately halts, and plantlife sprouts from the dragon's corpse.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/29/2023 8:39:33 PM
|
19
|
0
|
--
|
Coming Soon
|
|
|
4/29/2023 8:51:36 PM
|
17
|
0
|
--
|
Coming Soon
|
|
|
4/29/2023 8:53:26 PM
|
16
|
0
|
--
|
Coming Soon
|
Comments