Gargantuan Dragon, Any Evil Alignment
Armor Class 24 (natural armor)
Hit Points 581 (28d20 + 287)
Speed 40 ft., Climb 40 ft., Fly 70 ft., Burrow 60 ft.
STR
30 (+10)
DEX
11 (+0)
CON
29 (+9)
INT
17 (+3)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws STR +17, DEX +7, CON +16, CHA +13
Skills Perception +14, Stealth +8
Damage Resistances Fire
Damage Immunities Bludgeoning
Condition Immunities Frightened
Senses Blindsight 100 ft., Darkvision 100 ft., Passive Perception 25
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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: +17 to hit, reach 15 ft., one target. Hit: 32 (5d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) 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 21 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.

Earthquake (Recharge 5–6). The dragon makes a earthquake. Each creature within 250 feet of the dragon must make a DC 24 Dexterity saving throw, taking 70 (20d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Structure and non-magical items take double the damage.

Legendary Actions

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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (1d6 + 12) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Always looking around to eat, the brown dragon is always hungry. If it gets too hungry, it will eat any rock like material. 

Lair and Lair Actions

A Brown Dragon’s Lair

Brown dragons lair in underground areas. They only come out to hunt.

 The brown dragon can control the earth within 50 ft of its layer, occasionally causing land destruction to the upper land.

Throughout the life of the brown dragon, it will make big rooms to escort food and truesure in. They will also have a room to keep the bones of its prey.

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:

  • 5 skeletons spawn from the bone room.
  • A tremor shakes the lair in a 100-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 21 Dexterity saving throw or be knocked prone.
  • Rocks fall from the ceiling, causing every creature in the lair to make a DC 20 dexterity saving throw, or take 17 (4d6+3){"diceNotation":"4d6+3","rollType":"damage","rollAction":"Lair action","rollDamageType":"piercing"}[/rollable] piercing damage

Regional Effects

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

  • Big earthquakes are common within 10 miles of the dragon’s lair.
  • Water sources within 1 mile of of the dragon lairs are very dirty. 
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby.

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

Habitat: Underdark

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