Desert Sight.
The dragon can see in extremely bright environments and does not suffer disadvantage on perception checks when in environments of blowing sand or blinding light.
Legendary Resistance (3/Day).
If the dragon fails a saving throw, it can choose to succeed instead.
Reflective Scales.
Any time the dragon is targeted by a melee or ranged spell attack that deals fire damage, the spell is reflected back at the caster as though it originated from the dragon, turning the caster into the target.
Spines.
A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 7 (2d6) Piercing damage.
Multiattack.
The dragon makes one Bite attack and two Claw Attacks, and it can use Frightful Presence.
Bite.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) Piercing damage.
Claw.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 5) Slashing damage. The target must succeed on a DC 19 Dexterity saving throw or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action.
Tail.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 18 (2d12 + 5) Bludgeoning damage plus 7 (2d6) Piercing damage.
Breath Weapons (Recharge 5-6).
The dragon uses one of the following breath weapons:
Flaying Breath.
The dragon exhales sand in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 71 (13d10) Slashing damage on a failed save, or half as much damage on a successful one.
Desiccating Breath.
The dragon breathes in moisture in a 30-foot cone. Each target in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) Necrotic damage on a failed save, or half as much on a successful one. If the target is a Plant creature or a magical plant, it makes the saving throw with disadvantage, and the attack deals maximum damage to it. If the target is a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
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 17 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.
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.
Burrow.
The dragon burrows up to half its burrow speed.
Tail Attack (Costs 2 Actions).
The dragon makes a Tail attack.
Swirling Sand (Costs 3 Actions).
The dragon beats its wings, stirring up a swirling cloud of sand and dust. Each creature within 10 feet of the dragon must succeed on a DC 20 Constitution saving throw or become 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 dragon can then fly up to half its flying speed.
Description
Badlands dragons are draconian creatures native to deserts and other hot environments. These spiny dragons ferociously defend territories they have claimed , ensuring that the water and prey within these regions belong solely to them. Woe be it to any adventurer who slay a desert hare for dinner in the realm of a badlands dragon, for they might soon pay for their insolence by being added to the dragon's next meal.
Clumsy Fliers.
While badlands dragons can be seen occasionally soaring across desert landscapes they are more comfortable on or below the ground using their massive claws to dig through sand and earth with ease.
Hoarders.
Every dragon must have a hoard, and a badlands dragon is no different. Badlands dragons hoard two things. Jewelry and water. A badlands dragon magically summons water to its lair where it jealously guards it, in addition, badlands dragons have been known to carve rivers and burrow into underground lakes, redirecting water naturally from miles away to pool in their oasis lairs. Any who wish to venture through the lair or the surrounding regions had best be ready to pay the dragon with the other thing it hoards, jewelry of the finest quality. Some traders have been able to set up safe trade routes or even small camps in the lairs of badland's dragons paying hefty fees in jewelry to the dragon patrolling the region. Badland's dragons usually wear their hoard of jewelry and determine the might of other dragons based on how much jewelry they have acquired.
Lich Nemeses.
Because of their proclivity for hoarding water and creating lush oasis lairs, badlands dragons are the natural enemy of desiccated liches which despise water and growing things. A desiccated lich and badlands dragon living near to one another will attempt to destroy one another, usually sending minions into the other's lair or fighting in an agreed-upon no man's land. Neither a badlands dragon nor a desiccated lich will ever enter the other's lair, considering it to be a wretched, cursed place.
Traders.
Badlands dragon are said to be incredibly vain (even among other dragons) and often enjoy bartering with other creatures for water, jewelry, or other precious items in exchange for safe passage through their territories. Some badlands dragons control entire trade systems and guilds through desert areas, though most are content to slowly build their oases and hunt for prey in their ever-growing territories.
Lair and Lair Actions
A badlands dragon's lair is commonly a secluded place deep within an arid or desert climate. While the surrounding area is devoid of water, these lairs resemble lush oases which badlands dragons guard jealously against intruders.
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:
Desert Wind.
The dragon creates a magical force of wind within its lair as if it had cast the control winds spell. The wind lasts until initiative count 20 on the next round.
Sand Storm.
The dragon creates a swirling vortex of wind within its lair in a 15-foot radius sphere centered on itself. The area becomes heavily obscured by blowing sand which the dragon can see through normally. The vortex lasts until initiative count 20 on the next round.
Stone Wall.
The dragon creates a wall of stone on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 17, 30 hit points, and immunity to Acid, Cold, Fire, Necrotic, Poison, and Psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
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