Huge Dragon (Druid), Typically Neutral
Armor Class 18 (natural armor)
Hit Points 100 (8d12 + 48)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
22 (+6)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +8, CON +11, WIS +8, CHA +8
Skills Perception +8, Stealth +8
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Draconic, Druidic, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Magnetize (3/Day). The dragon chooses one creature that it can see, that creature must succeed on a DC 16 constitution saving throw or else become magnetized for 1 minute. any attacks that a magnetized creature makes with metal weapons or while wearing metal armor have disadvantage. If the magnetized creature is wearing metal armor it does not gain benefits to their AC based on their dexterity modifier and its movement speed is halved. attacks made with metal weapons against a magnetized creature have advantage against creatures wearing metal armor unless both creatures are magnetized.

Camouflaged. The dragon has advantage on all stealth checks that rely on sight while in a forest.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its gore and two with its claws.

Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 5) 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 16 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.

Amber Breath (Recharge 5–6). The dragon exhales a spray of scalding hot sap in a 50-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Any creature in the area that failed its save is also paralyzed; Encased in hardened sap for 1 minute. An affected creature can make a DC 15 strength save at the end of each of its following turns to attempt to escape the sticky amber shell. Another creature may spend an action attempting to help the trapped creature escape. This gives the paralyzed creature advantage the next time they roll their saving throw.

The shell can also be destroyed. It has AC 13 and 20 HP. However, the creature inside the shell takes half of the damage done to it (before resistance and immunity effects are calculated). Additionally, the amber has immunity to piercing damage and resistance to bludgeoning damage. if fully encased in the sap, the creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

Spellcasting. The dragon casts one of the following spells, requiring no spell components and using wisdom as the spellcasting ability (spell save DC 16):
At will: druidcraftspeak with animalsmending
3/day each: heat metal, charm person
1/day each: blink, plant growthconjure woodland beings

Bonus Actions

Change Shape (3/Day). The dragon magically transforms into a Beast or an Elemental with a challenge rating of 2 or less and can remain in that form for up to 9 hours. The dragon reverts to its true form if it dies or falls unconscious. The dragon can revert to its true form using a bonus action.

While in a new form, the dragon’s stat block is replaced by the stat block of that form, except the dragon keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action.

The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Amber dragons were a lesser species of neutral dragon that lived only in dense forested areas. Ambers were smaller and weaker compared to other species of dragon of the same age, such as a copper dragon for example. They had thick, bark-like skin that ranged from shades of dull gray to dark brown. Their eyes were richly colored like their namesake, amber, and they had a horned beak-like prow that was 1 foot (0.3 meters) in length, which normally is used to simply puncture trees to drink their sap as it flows freely. Their teeth were cartilaginous and not well-formed for biting offensively. In addition, their feet ended in sharp scythe-like claws.

Druidic Dragons. Amber dragons were exceptionally intelligent creatures. Compared to all other neutral-aligned dragons, they were perhaps some of the most aloof and solitary. Their mood also tended to reflect the capricious nature of the elements, as they were closely attuned to their natural surroundings. They also held similar philosophies to those of druids.

Unlike many species of dragon, these creatures held disdain towards gold and other metallic treasures. They were not known to hoard material objects. They treat the trees in their territory as their treasure, but care not for the creatures that reside in the forest unlike what one may expect from similar minded beings like druids.

Dragons of The Forest. The unique breath weapon of these creatures was a spray of sticky, scalding sap. They were capable of exhaling this breath at a distance of up to 30 feet (9.1 meters), in a conical fashion that was 50 feet (15 meters) wide at its terminus. This sap rapidly hardened around those soaked in it, trapping them in an immobilizing resin shell. 

Amber dragons possessed a form of telepathy that allowed them to speak with druids and creatures that dwelled within forests, such as brownies, elves, gnomes, and sprites. They also possessed a great innate spellcasting ability, being capable of casting a variety of spells that were common of druids. They could magnetize other creatures with metal armor or weapons, hindering their combat capabilities.

Combat. Instead of fighting with their jaws like other dragons, an amber would thrust at opponents with their prow and slash with their scythe-like claws. However, due to their relative weakness they tried to avoid combat.

Society. Amber dragons were an herbivorous species, who feasted upon the thick sap of coniferous trees. They extracted this sap by plunging their horned prows beneath the bark of these trees. This left a distinctive triangular mark that druids and rangers familiar with amber dragons could use to detect their presence. Unlike many species of dragons, these creatures did not make permanent lairs, instead roving through their large, forested habitats. this could encompass an area as large as 900 square miles (2,300 square kilometers). Amber dragons were typically found in dense, coniferous forests. In addition to Draconic, amber dragons were capable of speaking many variations of Druidic, but may also if they feel it is worth their time, bother to learn common and silvan to communicate with humanoids and fey in its territory. 

Despite sharing many of their philosophies and magical abilities, amber dragons merely tolerated the presence of druids. An alliance between them was not a common occurrence.

Amber dragons were a favored monster of some nature deities.

Lair and Lair Actions

The forest-loving amber dragons sometimes compete for territory with green dragons. However, a forest controlled by an amber dragon is easy to spot. The moss-covered trees grow in verdant green patches deep in the heart of the forest. Branches are cleared from trees in a way that will allow for the large creature's flight beneath the canopy. All of the standing trees appear to be in good condition. Any dead trees are felled and some are torn to shreds or partially buried.

At the center of its territory, an amber dragon chooses a grotto or grove with  high canopy for its lair, preferring an entrance hidden from prying eyes. Some might even conceal the entrances to their lairs with vegetation. The dragon will find a high bough on which to roost. Amber dragons do not seek treasure, but sometimes their lairs contain items of worth left by fallen foes.

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:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • The creatures living in and around the dragon's lair chitter, howl and chirp loudly, confusing and distracting the dragon's enemies. The sound is so loud that creatures further away than 10 feet are unable to communicate verbally. Any concentration rolls made by enemy creatures have disadvantage until the next lair action. Also, Any intelligence or wisdom ability checks are made with disadvantage.
  • Within the entire lair, magical fog rises from the ground obscuring lines of sight outside of 15ft. Ranged attacks and spells that roll to hit are at disadvantage if the distance is greater than 15 ft. Spells that require line of sight to the target cannot be cast from further than 15 ft. away. The fog dissipates when the dragon uses this lair action again or when the dragon dies.

Monster Tags: Shapechanger

Habitat: Forest

Scarletsteam

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