Draconic Immunity. The 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.
Magic Weapons. The dragon's attacks are magical.
Mimicry. The gray dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 15). They can innately cast the following spells, requiring no material components:
1/day each: shield, dispel magic
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: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) necrotic damage. The target must succeed a DC 17 Constitution saving throw, or their hit point maximum is reduced by an amount equal to the necrotic damage taken, and the gray dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must succeed a DC 17 Dexterity saving throw or fall prone.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed a DC 17 Dexterity saving throw or fall prone.
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 15 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.
Necrotic Breath (Recharge 5–6). The dragon exhales a withering blast of foul energies in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.
Detect Magic. The gray dragon can cast the detect magic spell as a bonus action.
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 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Gray Dragon’s Lair
Gray dragons make their nests high in the mountaintops in frigid caves and lofty peaks. Gray dragons especially love stony precipices, and frequently employ boulders to keep intruders out of their airy caverns.
A legendary gray dragon’s innate magic aggravates the already tempestuous winds around its lair. Gales and torrents around the whistling heights whip around these crevices, providing an extra layer of security.
A gray dragon rests on high rocky plateaus, sunning itself as best as it can using natural light, while the floor around it is a treacherous morass of rubble and stone, hidden pits, and yawning chasms. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its withering breath.
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:
- An antimagic field fills a 10-foot-radius sphere centered on a point the dragon can see within 120 feet of it. When a creature within the field attempts to cast a spell, they must make a DC 15 Charisma saving throw. If the creature fails by 10 or less, the spell simply does not take effect and the spell slot is expended. If the creature fails by more than 10, the spell instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
- Sharp stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- The dragon causes the collapse of several boulders or walls in their lair, forming an opaque wall of stone on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 15, 30 hit points, vulnerability to thunder and bludgeoning damage, resistance to piercing, slashing, and acid damage, and immunity to fire, cold, necrotic, poison, and psychic damage. The wall crumbles when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary gray dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Great stony spires jut from the landscape within 6 miles of the dragon’s lair.
- The ground is loose and gravelly within 6 miles of the dragon's lair, and a creature attempting to explore this terrain takes twice as long.
- Large boulders block off areas in the dragon’s lair. Each boulder is roughly spherical, and a 10-foot section has AC 15, 30 hit points, vulnerability to thunder and bludgeoning damage, resistance to piercing, slashing, and acid damage, and immunity to fire, cold, necrotic, poison, and psychic damage.
If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the loose ground solidifies within 1 day. The stone spires crumble over the course of 1d10 days.
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