Huge Dragon, Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 198 (12d12 + 120)
Speed 40 ft., fly 70 ft.
STR
22 (+6)
DEX
8 (-1)
CON
30 (+10)
INT
14 (+2)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws STR +10, CON +14
Skills Athletics +12, Insight +10, Perception +10
Damage Resistances Bludgeoning, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Prone
Senses Darkvision 120 ft., Tremorsense 40 ft., Truesight 30 ft., Passive Perception 26
Languages Common, Draconic, Primordial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Earth Flight. As part of a Brown Dragon's movement, it may enter the ground and move through it as if flying.

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

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10+6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) slashing damage.

Boulder Breath (Recharge 5–6). The dragon vomits a Huge boulder (15 ft. Sphere) at a point it can see or feel within its Tremorsense. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 20 (4d10) bludgeoning damage and it's restrained and prone under the boulder or until the boulder is removed. On a successful save the creature takes half as much damage and isn’t restrained or prone but uses up an amount of movement to escape the area which does not come back on the creature’s next turn. Regardless of damage, the boulder also creates an extra 10 ft ring of dust that goes 10 ft. high, obscuring the space and blinding all creatures within until the end of the dragon's next turn or the creature leaves the obscured space.

Spellcasting (Earth Magic). The dragon casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18). To cast them the dragon must be standing on earth or stone. Each spell is cast at its lowest level.

2/day each: earth tremor, spike growth, erupting earth, wall of stone, earthquake

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Earthen Tomb (2/Long Rest). The dragon can create a cocoon of Earth around itself, and heals by 4 hit dice at the end of every turn it remains inside said cocoon. The dragon cannot take any actions, bonus actions, or reactions inside the cocoon and has a movement speed of 0, but maintains awareness of surroundings via its Tremorsense. The cocoon has an AC of 14, and a health pool of 1/2 (rounding up when necessary) the dragon's HP when summoned.

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.

Claw. The dragon makes one claw attack.

Earth Magic (Costs 2 Actions). The dragon uses Earthen Tomb or Spellcasting.

Description

Brown Dragons are born of the earth. Despite being clearly draconic, they are instead the result of a Red Dragon going dormant, and hibernating under the ground for anywhere between 1 to 3 centuries. The metamorphosis results in a redirection of priorities. Grateful for a new life they opt to protect the earth, violently. Digging deep underground labyrinths, if they are distributed they will cause earthquakes. If the disturbances continue afterward they bull it over and into the ground.

 

Lair and Lair Actions

On initiative count 20, the dragon may choose to enact one effect within its lair.

Reshape Terrain. The dragon uses its control over the earth to turn a 15 ft. square of terrain into mud, turning it into difficult terrain. On a subsequent use it may turn the mud back into dirt or stone. If a creature is in the mud when this happens, it is considered grappled and its movement speed is reduced to 0 until it spend 1 action to dig itself out, or may magically remove itself.

Rock Fall. The dragon causes 4 10x10x30 pillars to fall directly from the ceiling at any point within its lair. A creature under one of these pillars must make a 10 DC Dexterity saving throw or be restrained, and take 15 (3d10). They take no damage and are not restrained on a successful save.

Habitat: ForestMountain

ZH_

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