Draconic Immunity. The brown dragon cannot be put to sleep by magical means.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The brown dragon's innate spellcasting ability is Charisma (spell save DC 16). They can innately cast the following spells, requiring no material components:
1/day each: create or destroy water, dust devil, wall of sand
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: 15 (2d8 + 6) piercing damage plus 4 (1d8) acid 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: 13 (2d6 + 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.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Constitution saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.
Deep Ambush. While burrowing within 10 feet of the surface, the brown dragon erupts (without spending movement) into a 15-foot square on the ground directly above them. This area becomes difficult terrain, and each creature on the ground in this area must make a DC 19 Dexterity saving throw. On a failed save, a creature is pushed 5 feet to an unoccupied space of the brown dragon’s choice and is restrained by rubble. A creature can use their action to free themself or another creature within their reach. On a successful save, a creature is moved 5 feet to an unoccupied space of the creature’s choice and is not restrained.
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.
Crush Attack (Costs 2 Actions). The dragon leaps into the air and lands in the space of one creature within 10 feet. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 15 (2d8 + 6) bludgeoning damage and be knocked prone. The dragon can then burrow up to half its burrowing speed.
Lair and Lair Actions
Brown dragons dwell in deserts, digging vast domains under the shifting sands. A brown dragon’s lair is an arid cave, grotto, or ruin where the dragon can dessicate and consume their victims. The lair is littered with the acid-pitted bones of previous victims and the sox-gnawed carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is eerily foreboding and would almost smell sterile if not for the stench of meat allowed to rot in the heat.
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:
- Great columns of sand that the dragon can see within 120 feet of it powerfully shift outward. Any creature on the ground within 20 feet of such a column must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the vortex and knocked prone.
- A mass of swarming scorpions fills a 30-foot-radius circle centered on a point the dragon chooses within 120 feet of it. The swarm spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. Any creature in the circle when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) poison damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the sands are coarse and slippery, and ground that seems firm often hides holes or predators.
- Water sources within 1 mile of the lair are supernaturally dried up, and any spell that creates water except those cast by the dragon fail.
- Swirling sandstorms lightly obscure the land within 6 miles of the lair.
If the dragon dies, the sands remain as they were, but other effects fade over 1d10 days.
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