Gargantuan Dragon, Typically Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Burrow 30 ft., Swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +9, CON +14, WIS +9, CHA +11
Skills Perception +16, Stealth +16
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 24 (62,000 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 plus 14 (4d6) fire 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 21 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 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 54 (12d8) fire damage, while all other creatures in the explosion's area may make a DC 22 Dexterity saving throw save, taking 45 (10d8) 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.

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.

Description

The odor of sulfur and pumice surrounds a orange dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

Lair and Lair Actions

A Orange Dragon’s Lair

Orange dragons inhabited tropical forests, where they laired beside and hunted in rivers, lakes, and swamps; accordingly, they were excellent swimmers. They favored their damp environments in part because it meant the fires caused by their breath weapon didn't spread. Within their habitats, they sometimes came into conflict with bronze and black dragons, though black dragons typically preferred to avoid the larger, stronger, and more dangerous orange dragon. In other cases, a black dragon might (grudgingly) accept a subordinate role; orange dragons were known to ally with other evil inhabitants of their territory, with the dragon providing protection and the subordinates providing information and obedience. Bronze dragons, however, typically won otherwise even fights with orange dragons.

Orange dragons preferred to prey on rain forest animals and fish, and enjoyed supplementing their diet with tropical fruits. They enjoyed hunting humans and elves for sport as well as food. If necessary, orange dragons could and would eat insects and fungus. Thanks to their natural resistance to poison (and, presumably, disease), they could drink from pools of water both stagnant and fresh.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

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:

  • Water is boiled by the dragon within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 fire damage on a failed save, or half as much damage on a successful one.
  • The dragon lets out a terrible roar that sends near by woodland creature into a panic causing a stampede, Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 
  • the gases of the dragons stomach form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Monster Tags: Cult of the Dragon

Habitat: ForestSwamp

samueldalgleish

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