Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Metal Scales.The dragon has disadvantage on saving throws involving lightning and other creatures have advantage when attacking with lightning,when the dragon takes fire damage it heals instead of taking damage.
Innate Spellcasting. The dragon's spellcasting ability is Intelligence(spell save DC 20, +19 to hit with spell attacks). The dragon has the following spells prepared:
(at will): heat metal,shapechange
(6/day): tiny servant
(4/day):summon construct,fabricate
(3/day):animate objects
(1/day):blade barrier
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its tail and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 16 (1d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 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.
Metal Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 40 (13d6) fire damage on a failed save, or half as much damage on a successful one. In addition on a failed save a creature must succeed on a DC 20 Constitution saving throw or become petrified another creature on their turn can use an action to try and make a DC 25 strength check to end the condition
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.
Bite Attack. The dragon makes a Bite attack.
Wing Shield (Costs 2 Actions). The dragon cloaks its wings around itself giving it resistance to all damage except lightning and psychic.
Description
The Spawn of a Red and a Yellow (earth) dragon, orange dragons are the most proud and obsessive of true dragons, they love dueling and will do anything to seek out worthy foes. They have a tendency to let adventurers go if it sees potential for them to become a powerful foe.
An Orange Dragon’s Hoard
orange dragons like to display their hoard for all to see, knowing only the brave or the foolish would steal from them.
Lair and Lair Actions
An Orange Dragon’s Lair
Orange dragons make lairs in places with intense heat, such as volcanoes and underground near pyroclastic flow, they also prefer areas rich in iron. Metal statues of adventures adorn the halls
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:
- Iron Geyser: Molten metal erupts from a point in the ground that the dragon can see creating a 15-foot tall 10-foot radius geyser. Each creature in the Area must make a DC 15 Dexterity saving throw taking 10(3d6)fire damage and becomes restrained until ,as a bonus action, it succeeds on a DC 20 Strength Check.
- Sweltering: The temperature raises to an unbearable heat, each creature in the lair must succeed on a DC 18 Constitution Saving Throw or gain a level of exhaustion.Creatures with resistance to fire damage have advantage on this check and creatures immune to fire damage automatically succeed on the check.
- Repair: The dragon regains 100[rollable];(10d20);{"diceNotation":"10d20","rollType":"healing","rollAction":"Repair"}[/rollable] hit points.
Regional Effects
The region containing a legendary orange dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Water sources within 1 mile turn to oil and are supernaturally warm.
- Molten metal seeps from the ground crating constructs thar resemble the local fauna
- The area around the lairs temperature raises by 50°
If the dragon dies, these effects fade over the course of 1d10 days.
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