Deceptive Appearance. While in rocky terrain if an Ancient 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: +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.
Benevolent Presence. Each creature that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 22 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: +17 to hit, reach 120 foot cone, one target. Hit: 49 (9d10 + 10) 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 9d10+10 bludgeoning damage and is knocked prone. The creature must make a DC 22 Dexterity saving throw, on a success they take half damage. The creature must then succeed a DC 21 Constitution saving throw, on a failed save the creature is stunned until the end of their next turn. Any other creature within 30 ft. must make a DC 17 Dexterity saving throw. Creatures that fail the save are pushed back 30 ft. taking 15 (2d6 +10) bludgeoning damage and are knocked prone. On a miss, the Dragon itself takes 9d10+10 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 90-foot cone. Each creature in that area must make a DC 20 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.
Spells
Mold Earth. Casting Time: 1 Action; Range/Area: 30 feet; Components: V; Duration: Instantaneous or 1 hour
The dragon reshapes earth and stone within a 20-foot cube. It enables instant excavation and movement of loose earth, creation of temporary visual designs on the surface, and the alteration of terrain to hinder or ease movement. The spell’s effects can be instant or last for up to an hour, but only two non-instantaneous effects can be active simultaneously.
Thunderclap. Casting Time: 1 Action; Range/Area: 5 feet; Components: S; Duration: Instantaneous
The dragon creates a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a DC 19 Constitution saving throw or take 2d6 thunder damage.
Detect Thoughts (1/day). Casting Time: 1 Action; Range/Area: Self; Components: V,S; Duration: Concentration, up to 1 minute.
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a DC 19 Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Earth Tremor (1/day). Casting Time: 1 Action; Range/Area: Self (10-foot-radius); Components: V,S; Duration: Instantaneous
Create a localized earthquake, affecting creatures within a 10-foot radius. Targets in the area must make a DC 19 Dexterity saving throw or suffer 3d6 bludgeoning damage and be knocked prone. Additionally, the spell transforms loose earth or stone into difficult terrain, hindering movement until cleared.
Dust Devil (1/day). Casting Time: 1 Action; Range/Area: 60 feet; Components: V,S; Duration: Concentration, up to 1 minute.
Summon a small whirlwind that can deal damage and push creatures away. Any creature ending its turn within 5 feet of the dust devil faces a DC 19 Strength saving throw, taking 2d6 bludgeoning damage and being pushed back 10 ft on a failed save. The spell also includes the unique ability to move the dust devil and create a cloud of debris in certain terrains, obscuring visibility. Moving the Dust Devil requires 1 Action.
Fear (1/day). Casting Time: 1 Action; Range/Area: Self (30-foot-Cone); Components: V,S; Duration: Concentration, up to 1 minute.
Each creature in a 30-foot Cone must succeed on a DC 19 Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from the dragon by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to the dragon, the creature makes a DC 19 Wisdom saving throw. On a successful save, the spell ends on that creature.
Destructive Force (1/day). Casting Time: 1 Action; Range/Area: Self (30-foot-radius); Components: V; Duration: Instantaneous
The dragon strikes the ground, creating a burst of energy that ripples outward from it. Each creature the dragon chooses within 30 feet of it must succeed on a DC 19 Constitution saving throw or take 5d6 thunder damage, as well as 5d6 force damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Earthquake (1/day). Casting Time: 1 Action; Range/Area: 500 feet; Components: V,S; Duration: Concentration, up to 1 minute.
Trigger a massive tremor affecting a 100-foot-radius. This seismic event turns the ground into difficult terrain and disrupts concentration, requiring a DC 19 Constitution saving throw from affected creatures. Additionally, creatures must make a DC 19 Dexterity saving throw each turn to avoid being knocked prone. The spell can open fissures and damage structures, potentially causing them to collapse, posing significant risks to creatures nearby. Specific terrain effects and structural damages are at the DM’s discretion.
Power Word Stun (1/day). Casting Time: 1 Action; Range/Area: 60 feet; Components: V; Duration: Instantaneous
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
The stunned target must make a DC 19 Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Stone Shift. The dragon commands the earth itself to instantly move it 40 ft. to an unoccupied space. The dragon ignores all opportunity of attacks.
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.
Impenetrable Shield (2/day). An impenetrable wall of earth bursts from the ground protecting the dragon. Until the start of the dragon's next turn, they have a +5 bonus to their AC, including against the triggering attack, and they take no damage from magic missile.
Counterspell. The dragon attempts to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using the dragon's spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
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, Cantrip. The dragon can use either a Tail attack, Claw attack, Bite Attack, or Cantrip.
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 30 ft. taking 19 (4d6 + 10) bludgeoning damage and are knocked prone.
Description
These rare governable and learned 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 Ancient 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 Ancient Stone Dragon is also known to petrify its prey with their breath attack before eating them. While camouflaged by its surroundings the Ancient Stone 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.
Ancient Stone Dragons rarely make an appearance outside of their lair because they are often known to sleep for prolonged periods of time similar to hibernation. The longest record an Ancient Stone Dragon has been known to sleep for is approximately 100 years. It is truly unknown as to why these dragons sleep for such extended periods of time. Some have speculated it is due to pure boredom. While others state that it is because the dragons have found true fulfillment in life and need not concern themselves with the going-ons of the world as a whole.
Lair and Lair Actions
A Stone Dragon's Lair
A Stone Dragon's Lair are located usually around High Mountain tops, Ancient Ruins or within deep dungeons where they guard ancient artifacts of knowledge or items of magical significance. 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 Ancient Stone Dragons. The terrain surrounding the dragon's lair typically reflects the dragons appearance assisting in its ability to camouflage.
An Ancient 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, history, and magical significance. 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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