Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then 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: +13 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 7) slashing damage.
Horn. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 7) piercing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 18 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.
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 20 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one and his breath ignores resistance.
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 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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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