Deceptive Appearance. While in rocky terrain if an Adult Stone Dragon remains motionless, it is indistinguishable from the terrain around it.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Benevolent Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 7) bludgeoning damage.
Benevolent Presence. Each creature that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw. Any creature that fails the save have disadvantage on all attacks against the Dragon. If a creature, that failed the save, attempts to cast a spell on the Dragon they must succeed a DC 19 Wisdom saving throw. On a failed save the creature does NOT cast the spell, and lose their action for that turn. 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 Benevolent Presence for the next 24 hours.
Cataclysmic Divebomb. (cost 2 Actions) Melee Weapon Attack: +14 to hit, reach 120 foot cone, one target. Hit: 49 (7d10 + 7) bludgeoning damage.
The Dragon on its turn uses the Dash Action to fly 160ft. into the air. On the Dragon's next turn, it chooses a creature within a 120 foot cone below it to attack with advantage. On a hit, the creature takes 7d10+7 bludgeoning damage and is knocked prone. The creature must make a DC 20 Constitution saving throw, on a failed save the creature is stunned until the end of their next turn. Any other creature within 20 ft. must make a DC 15 Dexterity saving throw. Creatures that fail the save are pushed back 30 ft. and are knocked prone. On a miss, the Dragon itself takes 7d10+7 bludgeoning damage (halved).
The Dragon can NOT use Reactions or Legendary Actions during this attack.
Petrifying Breath (Recharge 5–6). The dragon exhales an opaque cloud of smoke in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the targets speed is reduced to 0 and will be petrified after 2 turns. The target may repeat the saving throw at the end of each of its turn to end the effect.
Greater Stone Endurance (3/Day). The Dragon shrouds their unyielding stone wings in a magical aura. If the Dragon is hit, with an attack it can see, it may use its reaction to halve the damage dealt to it.
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, Claw, Bite Attack. The dragon makes either a Tail, Claw, or Bite Attack.
Trampling Dance (cost 2 Legendary Actions). The dragon shakes the ground and summons a gust of wind, as it thrashes about while whirling its wings in a mesmerizing dance. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw. Creatures that fail the save are launched back 15 ft. taking 15 (2d6 + 7) bludgeoning damage and are knocked prone.
Description
These rare governable and patient creatures of flesh and earth lurk around specific rocky terrain such as: high mountain tops, ruins and deep caves. It has thick stone crusted skin, swept-back angular horns, dagger-like spinal frills adorning its back and eyes that resemble a marbled rock. Though their skin is rock the space between the Dragon's joints reveal muscle and sinew. They are often sought out by scholars and monks alike for their prudent way of thinking.
When hunting prey they try to camouflage by remaining completely motionless amongst the surrounding stone. While motionless the Adult Stone Dragon's body tenses its muscles, slows breathing to a halt and adjusts their internal body temperature to the surface that they are actively touching. When time to strike the Dragon bursts with adrenaline from their suspended pose striking their prey. An Adult Stone Dragon is also known to petrify its prey with their breath attack before eating them. Unlike the Stone Wyrmling, the Adult Stone Dragon does not simply use its breath weapon directly on its prey. While camouflaged by its surroundings the Adult Dragon will slowly release its petrifying breath from above the unsuspecting prey. The prey is then enshrouded in a deep fog of petrifying breath making it impossible to escape. It has been examined that the Dragon's petrification is not a true petrification as it only petrifies the creatures skin rendering it completely immobile while keeping the body fresh to eat. Creatures petrified by the Dragon remain petrified until they are cured of their petrification.
Lair and Lair Actions
A Stone Dragon's Lair are located usually around High Mountain tops, Caves or within deep dungeons. The dragon's lair can be found within any climate be it especially volcanic or arctic as such drastic climate areas don't typically bother Adult Stone Dragons. The terrain surrounding the dragon's lair typically reflects the dragons appearance assisting in its ability to camouflage.
An Adult Stone Dragon's hoard is not one of gold but instead one of gems, crystals and ancient artifacts. These items are precious to the dragon as they greatly admire items of art and history. This is especially why a plethora of petrified creatures can be found ornamenting a Stone dragon's lair. The dragon compares its petrification to preservation.
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:
- A tremor shakes the lair in a 60-foot radius around the dragon. 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.
- Loose earth forms from a point on the ground the dragon can see within 120 feet of it, creating a 30-foot-wide, 20-foot-deep pit. Each creature within the pit must make a DC 15 Dexterity saving throw or have their speed reduced to 0 and begin to sink into the ground. At the start of the creatures next turn they can repeat the save, otherwise they sink 5 ft. further into the ground. A creature fully submerged will begin to take 2d6 force damage at the start of each of their turns.
- If the dragon has performed Trembling Dance this turn, 5-foot-wide sharp rocks fall randomly from the ceiling of the lair. Creatures within the lair (NOT including the dragon) must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning damage.
- If the dragon's lair is within a Volcano, magma erupts from a point on the ground the dragon can see 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 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Previous Versions
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2/3/2025 6:28:10 AM
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