Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws or one with its horn and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (3d10 + 4) piercing damage.
Underworld Breath (Recharge 5–6). The dragon exhales fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 49 (11d8) fire damage on a failed save, or half as much damage on a successful one.
Description
Bestial dragons are extremely serious when it comes to their covils, they always try to impose themselves against their invaders by demonstrating their six horns as a form of power, never lowering their heads to anyone unless they prove to be stronger than they are, their colors vary from shades of black up to black tones and dark colors.
Lair and Lair Actions
Bestial dragons live in the forests always away from civilization. The lair of a bestial dragon is a cave, surrounded by dense forest, providing security to the dragon where it rests and where its victims get lost. The lair is full of bones from previous victims and carcasses of monsters, guarded by ruined statues of dragons.
Regional Effects
The region containing the lair of a legendary Bestial dragon is distorted by the dragon's magic, which creates one or more of the following effects:
- The soil within 6 miles of the lair takes twice the normal time to cross, as the plants grow thick and twisted, and the soil is extremely unstable.
- The rock landscape ends up changing constantly every day.
- Fog lightly obscures the earth within 6 miles of the covil, creating the image of giant creatures to scare the adventurers who pass that must be successful in a test of wisdom CD 14 or it will be Frightened.
If the dragon dies, the effects disappear over 1d10 days.
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