Huge Dragon (Chromatic), Typically Neutral Evil
Armor Class 18 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., climb 30 ft., burrow 60 ft.
STR
26 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
15 (+2)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws DEX +5, CON +12, WIS +9, CHA +9
Skills Perception +9, Stealth +5, Survival +9
Damage Resistances Fire
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 500 ft., Passive Perception 19
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Indefinite Air. The dragon can survive in an airless environment indefinitely.

Sand Glide. While burrowing through sand, the dragon does not disturb the material it moves through.

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: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 3 (1d6) acid damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) 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 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.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.

Sandstorm (1/Day). The dragon creates a vortex of violently churning sand at a point within 120 feet. All creatures within a 60-foot radius of the point take 1d6 points of slashing damage whenever they enter or end their turn within the storm. Characters in the swirling sands are blinded and must make a DC 15 Dexterity saving throw whenever they attempt to move more than five feet within the storm, or else fall prone.

Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 17):

1/day: Create or Destroy Water (as a 3rd level)

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.

Tunneler. The dragon digs upto half of its burrow speed without provoking opportunity attacks.

Description

Nesting in deep burrows surrounded by sand, Brown dragons are both ferocious and intelligent. Not much for conversation, they consider most other creatures to be food, including people, and the idea of talking to their food is silly to them.

Lair and Lair Actions

A Brown Dragon’s Lair

Brown dragons usually dig their lairs into desolate ruins in desert valleys on the fringes of caravan trails and grazing lands. Hundreds of feet beneath the sands or wastes that they wish to call home, brown dragons dig pockets of air that dot the underbelly of the desert, with no tunnels between, allowing easy access for the dragon and a treacherous endeavor for others.

Because of its lairs seclusion and security, a brown dragon tendspatrol the region around its lair keeping itself beneath the dunes, just close enough to the surface to sense whether something is passing above it in order to sate its cravings for meat.

The lair itself tends to be decorated with fractured bone and damaged goods that the dragon has dragged back through the sands after a successful raid.

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:

  • A 20-foot-wide, 5-foot-deep cylinder of quicksand appears on the ground within the dragon's layer that is indistinguishable from regular sand, lasting until initiative count 20 on the next round. A creature about to step into the quicksand must succeed a DC 15 Dexterity saving throw or fall in. Any creature in the sand when it disappears becomes prone in the nearest unoccupied space. **for rules on Quicksand, go to the Dungeon Master's Guide Chapter 5: Adventure Environments.
  • The sand above all creatures of the dragons choice within the lair falls. The targeted creatures must make a DC 13 Strength saving throw or take 13 (3d8) bludgeoning damage and are knocked prone.
  • Sand and dust within the lair form a cloud in a 30-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 (other than the dragon) within the sphere is blinded and the dragon gains half-cover while within the sphere.

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:

  • Sandstorms consistently form within 6 miles of the lair.
  • All portals or teleportation circles within 1 mile of the lair, are rerouted to send creatures to just above the sand dragons lair.
  • Nonmagical beasts within 1 mile of the lair often grow to be giant, and are compelled to graze above the dragons lair.

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

Habitat: Desert

KindaQueerDM

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