Gargantuan Dragon, Lawful Evil
Armor Class 26 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 80 ft., Swim 40 ft., Burrow 80 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Resistances Damage from Spells
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 100', as noted, Passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

Dive. The dragon launches into the air and dives underground without a trace.

Advanced Tremorsense. A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. While burrowing underground, Brown Dragons have tremorsense in a 100' radius and may continue to burrow or re-emerge from underground within their movement ability.

Ambush Swallow. When re-emerging from underground, an underground Brown Dragon may attempt to swallow a large or smaller target directly above it by entering into a contest of Strength versus the target. The dragon may also use this skill on a target below it as it dives from above to underground. An Ambush Swallow takes the place of one of the dragon's three attacks. Any target losing the contest of Strength is swallowed. When swallowed, the target is Paralyzed and takes 10d6+15 bludgeoning damage at the end of each of the dragon's turns, as the target is digested.

Actions

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 19 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 acidic spray in a 90-­-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) acid damage on a failed save, or half as much damage on a successful one.

Reactions

Burrow. As a bonus action, the dragon may burrow underground utilizing up to an additional 80' of burrowing movement. The dragon cannot re-emerge during this time. This reaction may only be used up to 3 times per day.

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.

Multiattack. The dragon makes a multiattack. The dragon may substitute one of its three attacks with an Ambush Swallow, if possible.

Disintegrate. Cast disintegrate once per day.

Description

Brown dragons, also known as great desert dragons, migrated from the desert Raurin and now frequent much of the wastes in Eastern Mulhorand. Brown dragons prefer to tunnel deep into the desert sands, where they sleep in a burrow at night, surfacing to attack prey. While they can survive indefinitely on a diet of rock and sand, live meat is their preferred game. Brown dragons are ferocious beasts; while they are intelligent, they view human beings as food, and they believe that it is strange to talk with one's meal. Brown dragons do not have wings and cannot fly. Brown dragons have a coloration similar to that of desert sands, ranging from dim brown at hatchling stage to almost white at great wyrm stage. They have small, webbed claws that are well developed for digging, and very large, long mouths. Their scales are leathery and not as hard as other dragon armors. Brown dragons have their own tongue, and they speak that and the language of blue dragons. They have a 5% chance per age category of being able to communicate with any intelligent creature.

Lair and Lair Actions

Brown dragons are found in deserts, often close to settled areas. They are fierce and savage creatures, who equate their own cruelty with that of the desert heat. They typically dwell in deep burrows nearly 1,000 feet beneath the sand, where they carve out vast chambers, often looting ancient forgotten treasures for their hoards. During the day, they tunnel upward, listening silently for hours, waiting for food to come.

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:

  • Earth Elemental. Once per day the dragon can summon 3 earth elementals to rise from below its lair.
  • Rock Wall. A wall of slate rock springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) magical bludgeoning damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
  • Suggestive Sand. Magical sandy mist billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

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 lair of a Brown Dragon is much more arid and incredibly hotter desert than the surrounding area. It's a notable difference felt with a Perception ability check, or passive Perception value, of at least 10. Each round in a Brown Dragon's lair requires a DC15 save vs Constitution per round, with any character failing taking 1 level of exhaustion. Additionally, the lair may manifest the following phenomena, which are able to stack:

     

    Quicksand. The dragon manipulates underground aquifers to create random spots of quicksand. Any target moving in the lair must make a DC12 Dexterity saving throw at the end of their movement, with a failed save resulting in the target being Restrained by quicksand. Any Restrained target sinks 1 foot per round, with any such Restrained target finishing its turn under the quicksand drowning once they can no longer hold their breath. A restrained player may repeat the save at the end of the turn. On a save, the character prevents the sinking for that one round. Two consecutive saves and the character escapes the sand. A target trapped in quicksand may be pulled out by another, provided that other is not also similarly compromised and is able to succeed on a DC15 Strength check.

    Sandstorm. There is, in the beginning of any round in a Brown Dragon's lair, a 25% (1d4) chance of the creation of a vortex with a 60' radius of violently churning sand. All creatures within the area of effect suffer 3dl0 points of damage. The sand also blinds creatures while they are within its area of effect, and there is a 50% (1d2) probability that any creature trying to move in the area falls prone. The sandstorm also extinguishes torches and small fires. The sandstorm lasts 1d4-1 rounds.

Habitat: Desert

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