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.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.
Sandstorm Breath (Recharge 5–6). The dragon exhales sand and wind in a 60ft cone. Each creature in that cone must make a DC 16 Constitution saving throw, taking (10d10) piercing damage on a failed save and become petrified, or half as much damage on a successful one with no petrification.
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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Sandstone dragons make their lairs in barren places, they use their sandstorm breath and claws to tightly pack sand into rock building massive pyramids of chissiled stone and then burying them in mounds of sand. crafing confusing and intricate tunnles from their pyramids to the world above, a Sandstone dragon loves to have as many escape plans as possable.
Dust devils, sandstorms, and tornadoes rage around a legendary sandstone dragon’s lair, coating the sourounding area in a mini dessert if it is not already one, the tunnles of a sandstone dragons lair are hexagonal in shape and the walls, floors, and celings are covered in pictures and carvings of the dragons life telling mostly overexagarated tales of it's might. many of the chambers of the greater lair house deadly sinkholes and vats of quicksand that are the dragon’s first line of defense.
A sandstone dragon will flood the caverns that make up its lair with sand if the lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.
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:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
- Whirlwinds and dust devils, form two 15-foot radius wide and 100ft high collums in two points along the lairs floor that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that collum must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) pierceing damage. and is flung up 20 feet away from the dust devil in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.
Regional Effects
The region containing a legendary sandstone dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Sandstorms rage within 6 miles of the lair.
- Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
- Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6× 10 feet into the sinkhole.
If the dragon dies, the dust devils disappear immediately, and the sandstorms abate within 1d10 days. Any sinkholes remain where they are.
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