Gargantuan Dragon, Neutral Evil
Armor Class 21 (natural armor)
Hit Points 467 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws DEX +9, CON +16, WIS +10, CHA +16
Skills Insight +10, Perception +10, Persuasion +16, Stealth +9
Damage Resistances Force
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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.

 
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 24 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 22 Dexterity saving throw or else be covered with the substance. The mixture explodes and the target creature takes 28 (6d8) fire damage, and 28(6d8) force damage while all other creatures within 5 feet of the explosion's area must make a DC 22 Dexterity saving throw, taking 3d6 force damage and are knocked prone, on a successful save the creature takes half damage and is not knocked prone.

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.
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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Orange Dragon’s Lair

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.

  • 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. 
  • 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. 
  • 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: 

  • 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. 
  • Water sources within 1 mile of the lair are supernaturally warm and fouled, tasting of oil.
  • 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.

Habitat: ForestGrassland

David_Schmidt

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