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.
Bite. Melee weapon attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage, and the wound is covered in the same mixture that forms its breath weapon. If the target is damaged by the orange dragon's breath weapon subsequent to being bitten, it takes an additional 9 (2d8) fire damage.
Claw. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing 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 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.
Explosive Breath (Recharge 5-6). An orange dragon's breath weapon is a bizarre mixture of oily saliva and a deadly, explosive compound. The dragon's oily saliva shields this mixture, but it quickly evaporates. When this compound is exposed to water or air, it detonates in a ferocious explosion. Once it is gone, the compound explodes.
The orange dragon breathes this mixture in a 60-foot line. Any creature caught in this area must make a DC 18 Dexterity saving throw or else be covered with its sticky, gooey breath. This substance is extremely viscous, and impossible to remove, save perhaps the application of an entire vial of universal solvent.
After 2 rounds, the mixture explodes in a 15-foot radius area centered on each affected creature. The target creature takes 40 (9d8) fire damage, while all other creatures in the explosion's area may make a DC 18 Dexterity saving throw save, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. A creature takes damage from this breath weapon only once per detonation, regardless of how many of the explosion's bursts it is within.
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 15 feet of the dragon must succeed on a DC 19 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
An orange dragon is an amphibious ambush predator that lurks within deep rivers and lakes in tropical regions. The presence of one of these dragons is enough to bring all river travel to a halt. Crafty and territorial, these dragons attack creatures for the sport of it. The dragon's hide is bright orange has a texture similar to the skin of an alligator. Its snout is elongated and flat, and filled with long, thin fangs. A spiked frill runs from the crown of its head back along its spine to the tip of its tail. Its feet are webbed have hooked claws. It walks low to the ground, further strengthening the resemblance to a monstrous alligator.
Territorial Tyrants. Orange dragons make their lairs in or near jungle rivers and lakes, and vigorously defend their territory from all interlopers. Monsters and humanoids within a territory when an orange dragon moves in had best defeat it or flee, or they will swiftly be brought under the dragon's tyrannical control.
Sadistic Tastes. Orange dragons will attack for food and treasure, but they need no such excuse: they'll happily attack creatures simply for the sport, because they enjoy inflicting pain. An orange dragon's favorite tactic is to bathe its opponents in its breath weapon before retreating to a safe spot in which to watch the effects of the breath weapon on its victim. Even if it is busy with some other tasks, an orange might pause to unleash its breath weapon on a band of travelers merely to bask in their screams of pain. Such casual cruelty is an orange dragon's favorite pastime.
Amphibious Hunters. Just like the crocodiles they resemble, orange dragons spend much of their time in and under water. Their preference is to attack from ambush, suddenly rising from the water to douse their prey with their terrible breath weapon. Orange dragons tip over boats merely out of spite, and will do so on it’s way past even if it is too busy to stop and play with the boat's occupants further.
Lair and Lair Actions
An orange dragon's lair is typically a burrow near its chosen river or lake. The walls of its nest are damp and hot, the air within unpleasantly muggy and smelling of earth and oil.
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.
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The earth in a 20-foot radius suddenly becomes exceptionally quaggy, resisting movement and sucking at anyone standing within the muddy hole. This effect is 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 mire. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The earth dries rapidly when the dragon uses this lair action again or when the dragon dies.
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Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
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The dragon creates a thick mist with effects identical to if it had cast the fog cloud spell. The mist lasts until initiative count 20 on the next round.
Regional Effects
The region containing a legendary orange dragon's lair is warped the dragon's magic, which creates one or more of the following effects:
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Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures. The plants remove themselves from the dragon's path.
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Water sources within 1 mile of the lair are supernaturally warm and fouled, tasting of oil.
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Quagmires form in around the dragon's lair. A quagmire can be spotted for a save distance with a successful DC 15 Wisdom (Survival) check. Otherwise, anyone stepping into these areas begins to be sucked under. Each turn, either the creature or an ally must spend its action to make a progressively more difficult Strength check in order to free them. On the first turn, the DC is 14. On the second, the DC is 17. On the third turn and every turn thereafter, the DC is 20. If the creature is not freed after three turns, it is fully submerged and begins to suffocate. If the dragon dies, these effects fade over the course of 1d10 days.
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